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Old 10-06-2009, 03:57 AM   #1 (permalink)
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NCsofts's server specs...

Was wondering if anyone knew the inside scoops on the type of servers they run in their server cluster at AT&T. Also maybe know how the server allocate users i.e. each zone on its own server or is it asmodae on one abyss on another? I ask this because I myself getting alot of video lag on peak times of the day even when im in an area of a zone with little textures.

I'm thinking they might have exceeded what their servers can really handle when they made the announcements to increase server level caps. If anyone has any info that would be great or if a dev can give us some insight on this matter it would be even better. Thanks!

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Old 10-06-2009, 03:59 AM   #2 (permalink)
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I think you've exceeded the limit of knowledge you can get from these forums.
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Old 10-06-2009, 03:59 AM   #3 (permalink)
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I don't know about the other servers, but this is spatolos:



On a serious note though:

I think it's just a case of bad management and planning. They seveeeerly underestimated the run on this game from the get go. The prestart even had queues that should have told them enough to get their **** together in a week. And instead of just upping the caps and adding one server, they should have considered upgrading the existing servers too to accomodate the huge amount of players present on them.

But all that sounds a lot easier then it really is, and at the end of the day you cannot make everyone happy, but you can sure as hell try.

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Old 10-06-2009, 05:17 AM   #4 (permalink)
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I think you've exceeded the limit of knowledge you can get from these forums.
Given the fact that nobody seems to be viewing this topic, I think you might be right lol. Oh well
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Old 10-06-2009, 05:20 AM   #5 (permalink)
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Video Lag (FPS) wouldn't be a server-side issue....

Time to get a new GPU?
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Old 10-06-2009, 05:24 AM   #6 (permalink)
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Umm I think my HD 4870 1gb card can handle a 5 yr old engine, and yes video LAG does refer to the server not being able to sync your FPS to what the server can push out. I have multiple FPS servers that I manage and I know for a fact that if the server cant pump out the fps in witch each client is demanding it will result in FPS LAG.

My pc specs just in case your wondering...

Phenom II quad 3.5 ghz
4gb ram OCZ
ASUS delux mobo
HD 4870 1gb
win7 x64
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Old 10-06-2009, 06:23 AM   #7 (permalink)
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Umm I think my HD 4870 1gb card can handle a 5 yr old engine, and yes video LAG does refer to the server not being able to sync your FPS to what the server can push out. I have multiple FPS servers that I manage and I know for a fact that if the server cant pump out the fps in witch each client is demanding it will result in FPS LAG.
the server isn't pushing out any frames at all. What are u even talking about rofl.

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Old 10-06-2009, 06:33 AM   #8 (permalink)
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Originally Posted by AionFiver View Post
Was wondering if anyone knew the inside scoops on the type of servers they run in their server cluster at AT&T. Also maybe know how the server allocate users i.e. each zone on its own server or is it asmodae on one abyss on another? I ask this because I myself getting alot of video lag on peak times of the day even when im in an area of a zone with little textures.

I'm thinking they might have exceeded what their servers can really handle when they made the announcements to increase server level caps. If anyone has any info that would be great or if a dev can give us some insight on this matter it would be even better. Thanks!
Why are you asking about the servers (not your computer) and then start talking about Video Problems (your computer).

the two are totally unrelated entities.

anything that happens or the lack thereof on the server has nothing to do with your subpar video renderer.
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Old 10-06-2009, 06:35 AM   #9 (permalink)
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An MMO server isn't just a single machine. Not even a single super machine.

You got login/authentication servers, zone servers, game and account database servers, chat servers, webservers, patch servers.

All those servers together make up one single MMO shard (aka game server). Some servers, like login servers, web servers, patch servers and account database servers are shared across the board by all MMO shards.

Here is a nice link, in wich MMO technology is more or less explained:
Anatomy of an MMORPG

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Old 10-06-2009, 06:46 AM   #10 (permalink)
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good article worth reading.
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Old 10-06-2009, 07:04 AM   #11 (permalink)
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I believe (please correct me if I'm wrong) that AionFiver was referring to the rate at which the servers can calculate the changes to the game world. 'FPS on the server' meaning times the game world is recalculated per second, rather than frame renders per second. I personally wouldn't be as worried about that as the network latency between the server and client for an MMO, as usually this is far greater than the delay between game world calculations and a lot harder to get rid of.

I too would like to know more about implementations though, I'm rather curious about those sorts of things actually. I sometimes wonder about such things as database implementations, multiple servers supporting a game world, etc. If anyone from NCSoft (or any other game company) reads this I'm willing to sign an NDA if you're willing to share information/code with me. (I know, I know, probably not going to happen ... worth a shot though)

Also thanks for the link Jerokane, that's a rather nice article.
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Old 10-06-2009, 11:48 AM   #12 (permalink)
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Old 10-06-2009, 11:53 AM   #13 (permalink)
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Quote:
Originally Posted by Jerokane View Post
Here is a nice link, in wich MMO technology is more or less explained:
Anatomy of an MMORPG

Jer
"How many computers does an MMORPG require? In 2006, Vivendi reported in SEC disclosures that it maintained over 1,900 servers for WoW."

*want to see them*

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Old 10-06-2009, 11:55 AM   #14 (permalink)
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Am I too late?
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Old 10-06-2009, 12:45 PM   #15 (permalink)
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Am I too late?
I didn't know you were around here.

Edit: Also, yes.

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