4 ms·
It only affects that system because they can host one solar system on one server at a time; their server engine does not, unfortunately, provide for scaling a s
by warfangle 13y ago
It only affects that system because they can host one solar system on one server at a time; their server engine does not, unfortunately, provide for scaling a single solar system across several servers. They can put several solar systems on one server, though. They like to get a heads up from players when a battle like this is going to happen, so they can pre-balance the servers.
Symptom of the game being 11 (!) years old.
- Guvante 13y ago> Symptom of the game being 11 (!) years old. Actually it is because they don't shard the world. Every other MMO has the exact same scaling problems. Many non-MMOs can manage more players by avoiding direct contact (which turns your linear scaling problem into a quadratic one, since everyone has to know about everyone else).
- Dylan16807 13y agoAs far as I know the server is CPU bound, and the lack of multithreaded simulation isn't because of sharding decisions.
- valarauca1 13y agoThe problem is if you shard it out you'll run into issues keeping each shard synchronized to within <100ms precision.
- Dylan16807 13y agoI'm not suggesting sharding it, I'm suggesting that almost everything in the sim can be set up in an embarrassingly parallel way, take advantage of 4/12/whatever cores, and lower the amount of slowdown.
- rcxdude 13y agophysics simulations like that in EVE are far from embarrassingly parallel. Especially because the 'balls in space' physics simulation needs to be deterministic and synchronised between server and client.
- warfangle 13y agoThere isn't much physics simulation besides direct user-induced velocity modification (or macro'd velocity modification, e.g, orbit-at-n-kilometers). It's not like they're calculating n-body gravity here.