Have you ever wondered why MMOs have multiple servers and limitations on the number of people that can be squeezed onto each? It's a good question, especially when you consider EVE Online's impressive single-shard (single-server) setup, where tens of thousands of concurrent players can log on in the same environment.
CCP's Kjartan Emilsson wrote an article for Gamasutra explaining why most MMOs choose to separate their population onto several severs. The main problem, Emilsson said, was the issue of avatar density. Too many players in too small of a space creates a miserable experience for all involved. So either the game has to put limits on how many avatars can be in an area, or create a playing field that is so large as to render this issue null.
Emilsson went on to argue the case for single-server games that create a united society instead of a fractured one. He detailed the setup of EVE's server architecture, which is held together by a single database at its nucleus and has been steadily growing and improving over time. If you love to read the nuts-and-bolts of the underlying technology that makes games like EVE run, then do yourself a favor and give this article your time.
Reader Comments (9)
Posted: Aug 10th 2010 3:48PM lizardbones said
So what would happen in EVE if everyone (or just a few thousand people) all went to the same space station? I know it's unlikely to happen, but wouldn't you get horrible lag, just the same as in any other MMO?
Posted: Aug 10th 2010 3:52PM (Unverified) said
Never been to Jita I guess?
A wretched Hive of Scum, Villainy and Lag if there ever was one.
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A wretched Hive of Scum, Villainy and Lag if there ever was one.
Posted: Aug 10th 2010 4:02PM DarkWalker said
Probabily so. The same way WoW servers used to get horrible lag (and eventually crash) any time the Horde amassed a large enough number of players to assault Ironforge, back in Vanilla where about every max level Alliance player used to hang there between raids.
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Posted: Aug 10th 2010 4:13PM BelShamharoth said
Jita has been given a hardcap of ~1300-1500, I believe.
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Posted: Aug 10th 2010 3:52PM Scopique said
@Lizardbones, you're talking about 30,000+ people all at once. Remember that volcano eruption in Iceland? That was caused by everyone piling into Jita XD
Fantastic article. We need to have more developers pulling back the curtain like this. I know that most don't because they consider this kind of information propitiatory, but it goes to show that CCP is secure in EVE's position in the market that they can let it all hang out, which is great.
Fantastic article. We need to have more developers pulling back the curtain like this. I know that most don't because they consider this kind of information propitiatory, but it goes to show that CCP is secure in EVE's position in the market that they can let it all hang out, which is great.
Posted: Aug 10th 2010 5:12PM wondersmith said
Also laudable is Guild Wars' and Free Realms' solution of allowing characters to move freely between servers. All modern MMOs should use such systems. Fragmenting your playerbase is sooooo last-millennium!
Posted: Aug 10th 2010 11:40PM Lateris said
"The real solution to this problem is to embrace the notion that in an MMO, just like in any other social network, players are the content. Once that is accepted as a fundamental design guideline, it becomes easier to navigate the challenges involved in creating and maintaining a single shard architecture and actually gives the advantage to that design model."
Love it. But I would take it further than just that. Add a ton of PvE content with the freedom of choice as the usual Eve model. With Incarna coming Eve really needs more PvE-PvP content.
This single shard is the perfect model to build technology on and improve it. Having 80 players per instance doesn't read as good as an average of 45k people playing together. In fact CCP kicks our butts with ambition.
Love it. But I would take it further than just that. Add a ton of PvE content with the freedom of choice as the usual Eve model. With Incarna coming Eve really needs more PvE-PvP content.
This single shard is the perfect model to build technology on and improve it. Having 80 players per instance doesn't read as good as an average of 45k people playing together. In fact CCP kicks our butts with ambition.
Posted: Aug 11th 2010 1:52AM Amusednow said
The avatars are a problem only on the client end due to the complexity of the models used. If each player was represented by a single pixel model it would be moot. At that point it's just a sprite and the only limitation would be the amount of network traffic each client can handle if say 1500 people are all in the same "space".
But then it's just a big IRC chat room all over again....
But then it's just a big IRC chat room all over again....
Posted: Aug 11th 2010 12:44PM OmegaTwig said
The complexity of the models does not actually add that much on the client end. You can optimize your EvE client for performance (Loading Dx 9 models, no AA, no reflecting surfaces, no missile/turret/laser/explosions, no brackets around every object in space etc...) and with a dual core computer you will encounter no problems client side. (Also if you zoom out REALLY far then you don't actually have to render the models =P) The main issue I've always experienced is the problem of the server SENDING all that information to the client so it can load properly.
(If you hit Ctrl + Shift + M i believe this pulls up the network monitor, might have to add an Alt too i cant remember right now)
Even if all the ships were pixels, then yes the lag might decrease a little but there is still the problem of each pixel having multiple mods that are trying to do a varying degree of things to whatever other pixel that they happen to be targeting at the time. In a system like Jita you can have 1500 people in there so long as they are not trying to shoot each other... Once two or more people start fighting the lag picks up significantly... And Jita is on its own server...
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(If you hit Ctrl + Shift + M i believe this pulls up the network monitor, might have to add an Alt too i cant remember right now)
Even if all the ships were pixels, then yes the lag might decrease a little but there is still the problem of each pixel having multiple mods that are trying to do a varying degree of things to whatever other pixel that they happen to be targeting at the time. In a system like Jita you can have 1500 people in there so long as they are not trying to shoot each other... Once two or more people start fighting the lag picks up significantly... And Jita is on its own server...
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