• Essence_of_Meh@lemmy.world
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    2 days ago

    Welp, since you beat me to it I’ll just drop my usual TL;DW here.

    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.