[MUD-Dev2] [OFF-TOPIC] A rant against Vanguard reviews and rants
Amanda Walker
amanda at alfar.com
Thu Mar 15 09:28:36 CET 2007
On Mar 7, 2007, at 2:12 PM, Adam Martin wrote:
>> The graphics engines aren't the problem, I don't think Torque has
>> been out for years, for example, and even has a 3rd party "MMO Kit".
>> Irrlicht and CrystalSpace are free, etc.
>
> ...and there's much much better stuff out there for very low cost if
> you're going to go commercial, or have a promising project and can get
> the interest of the big commercial engine licensors.
Indeed. I was just pointing out that engine availability isn't the
stumbling block, even if you have no money at all :-).
>> The problem I see for doing an indie MMO is infrastructure. It takes
>> a lot of bandwidth and computing power to support very many users,
>
> Nah, b/w is ever cheaper and computing power now for servers is
> shockingly cheap - prices I was quoted last year for quad-core servers
> with more RAM than any of our dev machines are lower than I was
> expecting for single-core 1Gb machines.
Bandwidth is ever cheaper, yes (though dedicated low-latency
bandwidth is less so than "good enough for a web site" bandwidth).
Power, alas, is not.
Let's back-of-the-envelope what it might take to roll out an indie
MMO (as opposed to an indie MO, which are legion :-)), since I
suspect we're comparing apples and oranges a bit.
Baseline assumptions:
- Use BitTorrent, sourceforge, googlepages, or some other free file
hosting service to host client downloads. No cost there, pretty
reliable. $0.
- Static terrain/buildings/etc.: prevents having to store & stream
geometry/texture data, and means you don't have to run (much) physics
on the server beyond passable/impassable areas. With a good
architecture, this means you could get a few thousand clients per
server, rather then a few tens to hundreds (note SL, where running
lots of stuff server side and streaming everything to the client
means that they can only support a couple dozen clients per server
before they hit performance walls).
- Let's say 2000 clients per server, and disregard for the moment
whether that's sharded vs. a single load balanced simulation.
- Say half a rack per data center: 6 servers, Ethernet switch(es),
router, a couple upstream bandwidth providers (in case one has bad
internet weather).
- Start with, say 3 data centers; say, SF, DC, and Chicago. Since
we're an indie, using data centers with "smart hands" service means
you don't have to travel as much to deal with stupid hardware problems.
So, let's see.
3 data centers x 6 servers per data center = 18 servers, figure we go
midrange for about $2500 each. That's $45K upfront capex (though you
could start smaller if you don't expect tens of thousands of users).
A half-rack of space, power, and a few megabits of bandwidth will
probably be about $1K/month, x 3 = $3K/mo opex.
Conclusion: Very practical for a startup if you have some money to
throw at it, but not practical as a sideline even on an affluent
programmer day-job salary.
I suspect that the future of indie MMO hosting is not in Moore's Law
as applied to server prices, as impressive as that is, but in things
like Amazon EC2, where you can buy both computing power and bandwidth
in much smaller incremements based on demand:
http://aws.amazon.com/ec2
A virtual world toolkit based on something like that would be very,
very interesting, I think.
> have friends who've
> kickstarted stuff on what a few years ago would have been considered
> major "big iron", funded by nothing more than their own spare cash
> (normal people on average programmer salaries).
>
> For instance, have a look at people like OGSI.
OGSI, if their website is accurate, is hardly funded by spare
cash :-). It does like like they've got the "indie games
infrastructure == market opportunity" idea, though. Looks pretty
good (and reading their slide show, looks like they're making the
same point about "rolling your own" infrastructure as I did above
with my envelope costing exercise).
> Personally, I'm betting that will happen but disappear because the
> amount of revenue being pumped into client/server systems vastly
> eclipses what goes into the p2p stuff, and yet the p2p stuff has only
> marginal benefits.
I'd have thought so too (my day job is definitely in the "bet on big
iron" category ;-)), but I am continually surprised that it keeps
popping back up. Skype, BitTorrent, Joost, ... there's got to be
some benefit or people wouldn't keep doing it.
> This will remain the case until/unless the
> last-mile home broadband b/w goes up by several orders of magnitude
> whilst the cost of server b/w and silicon only drops by a small
> factor.
Well, I wish we had reasonable home broadband in the US, but we won't
as long as the Bell System and the cable TV cartel keep their
regulatory monopoly on the last mile. This is one area where Europe
and Asia are pulling way ahead.
Amanda Walker
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