MMO Server Theoretical Question
by CDMS · in General Discussion · 05/08/2011 (5:08 pm) · 3 replies
Hi everyone. I have a theoretical question for anyone who knows some general server information. I've been looking into some information (for fun) on MMO Servers and what they need, and I haven't exactly found the information I'm looking for. I know that there has to be a PC with a Client on it, as well as a high-powered server to host the MMO on. But what kind of setup would be needed to run an MMO? Some examples would be helpful so that I can fully understand. Something tells me one server wouldn't exactly "work".
Thanks
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About the author
Producer/CEO, Connect2Company
#2
Honestly, you don't need that "high end" a machine to run a Torque dedicated server, even for an MMO. You'll need a bit more resources for it, but since most MMOs are quite custom when it comes to back-end code, it's something you need to test with.
For my own tests, I've had 8 zone servers running on a single physical box with no issues except bandwidth (and that's where you need to look heavily, since bandwidth also costs money).
05/09/2011 (6:49 am)
Minions of Mirth ran on something like seven physical boxes supporting a total player base of about 40,000. Do a search through Josh Engebretson's blogs, or take a look at my MMO thread in the comments (where links are posted).Honestly, you don't need that "high end" a machine to run a Torque dedicated server, even for an MMO. You'll need a bit more resources for it, but since most MMOs are quite custom when it comes to back-end code, it's something you need to test with.
For my own tests, I've had 8 zone servers running on a single physical box with no issues except bandwidth (and that's where you need to look heavily, since bandwidth also costs money).
#3
BigWorld is probably the best 3rd party solution I have seen at handling this issue as they abstract a lot of zone processing into many nodes that can dynamically scale. That is the reason they can handle an extremely high concurrent connection (you can literally just keep throwing more servers at it to a certain extent).
Unless you are looking for experience developing an MMO framework I would highly suggest looking at the MMO options out there instead of trying to build your own.
05/09/2011 (8:20 pm)
Depends on what your target size is for your world. The biggest limit you are going to run into is the number of players you can have in a zone. A lot of working with an MMO is trying to offload processing away from the zone server so it has to do as little processing as humanly possible. Otherwise your bottleneck is going to be a zone server. It is really noticeable in highly populated areas such as a major city.BigWorld is probably the best 3rd party solution I have seen at handling this issue as they abstract a lot of zone processing into many nodes that can dynamically scale. That is the reason they can handle an extremely high concurrent connection (you can literally just keep throwing more servers at it to a certain extent).
Unless you are looking for experience developing an MMO framework I would highly suggest looking at the MMO options out there instead of trying to build your own.
Torque Owner Brian Mayberry
Dead on Que Productions
So for one "server" in an mmo with 4 major areas, you would need 8 server boxes at minimum for 100~200 players in a specific region. The actual player and total box count could vary for all kinds of reasons.
This is all hypothetical guesstimation off the top of my head, of course. :P