Game Development Community

Couple of networking stress questions

by Jeff Murray · in Technical Issues · 11/23/2006 (2:22 pm) · 1 replies

We are interested in knowing how many Torque Game servers a physical server can typically run concurrently. I realize this'll largely depend on the actual server specs..but assuming we are talking about a relatively new dedicated box - with 2-4gigs of Ram running whatever O/S is necessary for the best results and a dual core kinda thing. Each game would host between 4-8 users and last between 3-6 minutes.

There would be a "master server" on each physical server which would be responsible for spawning new games are requests come in to "Create new game" and such...

Are we talking 1-10? 10-100? Or what? We do plan on doing extensive testing, but any initial feedback would be useful.

Thanks for any ideas / input you guys have on this :)

Jeff M.

#1
11/26/2006 (9:30 am)
This has been answered a few times over the years, but there is simply not nearly enough information for us to give an answer.

--How many world objects?
--How big is your mission?
--What is your ghosted object scoping scenario like?
--What is your max visible range going to be?
--How fast (and how big) are your hard drives going to be?
--What operating system is your intent, but most importantly what do you have the most experience with?
--What is your game type?
----Will you be using the standard processTick() rate, or can you reduce it for gameplay reasons? (RPG's don't need updates at a 32 ms period for example)
----How are you going to store the raw data (shape files, textures, etc)--database, shared directories, installation based?

It's just not a question anyone can answer, because it is completely game specific. There are also additional techniques for different types of games--just one example:

If my game is some sort of super-duper 3D solitare game, I'm not going to want to run an entire server instance per game--instead, I'm going to have virtual tables created all within one server, and link up players to their virtual tables within the appropriate server.