this post was submitted on 11 Mar 2024
196 points (84.5% liked)
Games
32654 readers
1486 users here now
Welcome to the largest gaming community on Lemmy! Discussion for all kinds of games. Video games, tabletop games, card games etc.
Weekly Threads:
Rules:
-
Submissions have to be related to games
-
No bigotry or harassment, be civil
-
No excessive self-promotion
-
Stay on-topic; no memes, funny videos, giveaways, reposts, or low-effort posts
-
Mark Spoilers and NSFW
-
No linking to piracy
More information about the community rules can be found here.
founded 1 year ago
MODERATORS
you are viewing a single comment's thread
view the rest of the comments
view the rest of the comments
This is all just stuff they're porting over from Squadron 42 now that they were able to move those devs back to SC. I have no idea why this deserves it's own article.
They should be bragging about the 400 player single shard test they just finished.
Oooooo 400 players.... Wow..... That's unheard of.... For cereal
400 on a single shard (server) that actually quite a lot. It is far far easier to just throw a bajillion different servers at the problem and only have a relatively small player count per server. Having 400 running smoothly on a single server is a very impressive optimization achievement
Have you ever heard of CCP? This small game called EVE Online? They've been doing this for the better part of a decade
Correct and eve has been very impressive with its per server player counts as well. It's a completely different type of Beast mind you, trying to keep that many players synchronized over something like a first person perspective real-time movement game is a completely different ball game from keeping spreadsheet simulators synchronized.
Still a very good achievement of optimization regardless but definitely a completely different ball game from synchronizing a first person type content where the players are free to just move in whatever fucking weird ways they want rather than linear vector paths
Yeah eve handles it by slowing down time in-game. So each player has less actions for the server to handle per cycle.
Every game has their way of handling it. Cig is doing it via the replication layer and dynamic meshing. IE multiple servers talking to a "boss" server that scales based on needed load without Eve's crutch of time scaling. Totally different technologies.
Eve's solution worked based on what they had and needed at the time, but it's old hat now.