Quote:
Originally Posted by redavni
I can make an educated guess...but I'd be interested in Brad's answer to this one as well. Usually this kind of stuff is the secret sauce of MMO's though.

Ideally the answer to this would be bandwidth on the server side, and network latency on the client side. In the real world, the biggest bottleneck is generally how the server software interacts with the database, and database transaction speed. This is one area where WoW failed big time, as anyone who experiences the frequent loot lag in that game can tell you. Eve Online is always talking up their burning edge database implementation (details here), and the results are obvious.

Let's hope Vanguard has some good DBA's on the staff.


Since the world is broken up into regions which run on their own processes, the bottlenecks would probably be where we have to access central information (the database and global processes). But we have some cool ideas on how to even distribute that type of data as well.

Again, bottom line: quantity of content should determine how many people are in a shard and hopefully not tech, and with the experience the team has with MMOGs and network code, etc. I'm not terribly worried. Also, we knew we were making a huge seamless world from just about day one, so the tech has been architected thusly.


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