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.
  • @[email protected]
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    320 hours ago

    Server meshing is one of those things that would get me to jump into the game to test it out again. Still a shame that the game is so rough even after all of these years.

    • @Essence_of_MehOP
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      219 hours ago

      That’s what happens when you leave the public facing part of the project with a skeleton crew and force everyone else to work on big boss’ darling behind closed doors. Not that I’m defending this approach but it is what it is. ╮( ˘ 、 ˘ )╭

      It might interest you that Evocati is suppose to test a potential 4.0 release candidate for wave 1. Chance to test SM on live servers within the next quarter is more and more probable.

      • @[email protected]
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        216 hours ago

        I have been playing the 4.0 tests, incredibly smooth experience. Surely not super far away now. Problems only arising under heavy load which is pretty typical even in 3.x

        • @Essence_of_MehOP
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          116 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.