Guests:

  • Ivan Corbett, Producer II
  • Benoit Beausjour, Chief Technology Officer
  • Jordan Wood, Network Programmer III

TL;DW:

  • Server meshing is tested with players because they break stuff.
  • High player limits (500+) help figure out bottlenecks.
  • Replication Message Queue is one of the results of those high capacity tests.
  • RMQ fixed initial problems but revealed a bunch of new ones with high latency and packet losses.
  • Lack of paralliziation was another problem not found until RMQ made it in.
  • Entity synchronization (binding) also had to be optimized (example provided talks about 3 million entities per shard after a week of running a server).
  • Current hope is to improve the network performance 10x or more and find the next set of bottlenecks.
  • @Essence_of_MehOP
    link
    114 hours ago

    That’s good to hear. Lets hope the rest of cut 4.0 features won’t take too long once this one’s out.