5 ms·
It's not far off in terms of scale. How many hours of enough extra idle slots can a one-off game purchase pay for? For most games, it's less than average playti
by dontlaugh 4y ago
It's not far off in terms of scale. How many hours of enough extra idle slots can a one-off game purchase pay for? For most games, it's less than average playtime.
Running a process to simulate an entire game world is very expensive, far more than storing a bit of data and responding to the occasional HTTP request.
- andrewmcwatters 4y agoMost game servers don't process anything when players aren't on the server, and players aren't playing all day. There are peak hours.
- dontlaugh 4y agoThat hardly matters, you pay for the hardware necessary to be able to accept a new connection to a slot, with the world already loaded in memory.
- andrewmcwatters 4y agoNo, it really matters. We sold servers based on calculated loads. You make your money doing that basic math in that line of work.
- dontlaugh 4y agoYou can optimise your costs around peak load, sure. You aren’t getting away from needing to run many game servers ready for a connection. The most cost effective way to do that is bare metal for base load, which means you can’t scale down to zero. Worse still, in a game where players choose their server, most servers will have many empty slots.