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#151
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so, how is the internal testing going ?
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#152
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#153
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I think The Answer should now be called The Awsome Good job devs, i'm looking foward this project!
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#154
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wicked
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#155
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Yeah but from what I see we've reached the hard part. Correct me if I'm wrong, but things have ground down a bit.
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#156
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Some small adjustments, more feutures = test and then iam pritty sure they will fine tune the clustering some more ( just guessing since its so hard ) But then its just smoooooth going all the way
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*If you can't dazzle them with brilliance, riddle them with bullets. *No, I'm not feeling violent, I'm feeling creative with weapons. *I'm not cynical. I'm just experienced. *I am free of all prejudice. I hate everyone equally. -Don't judge a man until you've walked a mile in his shoes. Because then you're a mile away, and you have his shoes. |
#157
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So, basically what clustering is. Is it reduces lag and allows more bandwith to flow thru by dividing the load amongst different servers?
Otherwise ! Great WORK!!!! |
#158
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I believe clustering is more so for the precessors instead of bandwith. More of sharing the calculations that need to be preformed by the processor with several processors and have a master communication plan so each processor knows what its responsibilities are.
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#159
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basically the clustering we making will allow thousands of players (depending on the hardware of course, but wont need tens of thousands of dollar for a real cluster box) to be online at once. this is what no other emulator projects have tried so far as much as i know. actually not even SOE did this to SWG or any other title of theirs yet as the way we will so it's definitely not an easy task.
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#160
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Again, just asking if this step is really necessary? Thanks... P.s. I assume this would not be an option, but would communities have the option to run a non-clustered server? Last edited by heynow; 09-04-2007 at 11:14 AM. Reason: revised |
#161
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yes the hardware improved a lot but even if you assigned 1 big as quad-core box to 1 planet there would still be a definite cap for players and no dynamic processing is allowed then. i would say to achieve SOE's standard of 3000 players online would need 10-15 middle line servers |
#162
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oh forgot to mention that we dont have to fully finish clustering for a playable version, the advantage of our system will allow it to run on only 1 box. so its good cause we will be able to give you pre-cu a bit earlier and we can still make it big sometimes later
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#163
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NY Times
Article By SETH SCHIESEL Published: December 10, 2005 "But for many people it is much more than a game - it is a part of their lives where they have invested huge amounts of time building a community. And that community has been based on a sophisticated, mature game. So now, for them to take an adult-level combat and economics simulation and turn it into a mindless game for 10-year-olds is a violation of that community." |
#164
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no, he's saying to run a server as stable as SOE's that's about how many you'd need, if you wanted to be able to have 3000 characters running around at the same time, or you could have 200 or so characters running stably on 1 middle line server
clustering = ability to spread the the workload of the server over several servers instead of one. several servers = more stability & higher player cap though from what I've seen with the player cap on the wow emu, they can turn it up as high as they want, but the server will crash and have to be restarted every hour or so if it's set too high
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Let not thy will roar, when thy power can but whisper |
#165
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yes, one single good server can hold around 300ish players at once, a very good can do 500 or so. that's why we really need to think on a larger scale
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