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ElCoCo
KIA Corp KIA Alliance
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Posted - 2007.02.16 15:57:00 -
[1]
I'm nowhere near where the big action is but this question has been asked in various ways several times, but has never had an answer.
So to be clear.
Let's assume the best node (Jita) is assigned to a single system. Let's assume the player's connections are the best possible. Let's assume equal forces with drones and missiles buzzing around.
How many ppl can the node effectively handle? 100vs100? 200vs200? (by handle I mean no 5minute module lag ofcourse)
When it can't cope anymore, what's the root of the problem?
I think a lot of ppl would realy like to know.
Giving no information only makes me believe that you know you'll never be able to handle it and some of us are wasting our time hoping for big, epic battles 
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ElCoCo
KIA Corp KIA Alliance
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Posted - 2007.02.16 15:57:00 -
[2]
I'm nowhere near where the big action is but this question has been asked in various ways several times, but has never had an answer.
So to be clear.
Let's assume the best node (Jita) is assigned to a single system. Let's assume the player's connections are the best possible. Let's assume equal forces with drones and missiles buzzing around.
How many ppl can the node effectively handle? 100vs100? 200vs200? (by handle I mean no 5minute module lag ofcourse)
When it can't cope anymore, what's the root of the problem?
I think a lot of ppl would realy like to know.
Giving no information only makes me believe that you know you'll never be able to handle it and some of us are wasting our time hoping for big, epic battles 
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FedEx Guy
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Posted - 2007.02.16 16:05:00 -
[3]
Take a look at Jita.
Once the login queue had caught up and people people finished connecting, JV1V-O was comparable to Jita with the equivelant number of players (550-650 in local). Minor few-second lag on module activation and the odd sync issue between client and server. Granted there wasn't much combat left happening at this point, just a few skirmishes from people logging in at the gate and others finishing off the POS modules, but it was certainly playable.
The vast majority of lag is caused by people reconnecting all at the same time. It's what causes already overloaded nodes to crash repeatedly. If CCP could provide a more dynamic system for reinforcing nodes in advance, I honestly believe large fleet fights with several hundred people are possible on the current infrastructure. Maybe not 800 vs 400, but certainly the more common 250 v 250 would be playable.
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FedEx Guy
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Posted - 2007.02.16 16:05:00 -
[4]
Take a look at Jita.
Once the login queue had caught up and people people finished connecting, JV1V-O was comparable to Jita with the equivelant number of players (550-650 in local). Minor few-second lag on module activation and the odd sync issue between client and server. Granted there wasn't much combat left happening at this point, just a few skirmishes from people logging in at the gate and others finishing off the POS modules, but it was certainly playable.
The vast majority of lag is caused by people reconnecting all at the same time. It's what causes already overloaded nodes to crash repeatedly. If CCP could provide a more dynamic system for reinforcing nodes in advance, I honestly believe large fleet fights with several hundred people are possible on the current infrastructure. Maybe not 800 vs 400, but certainly the more common 250 v 250 would be playable.
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Anatolius
Amarr PIE Inc.
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Posted - 2007.02.16 16:08:00 -
[5]
Originally by: ElCoCo How many ppl can the node effectively handle? 100vs100? 200vs200? (by handle I mean no 5minute module lag ofcourse)
When it can't cope anymore, what's the root of the problem?
I think a lot of ppl would realy like to know.
I think CCP would like to know.
From merely reading the forums, you can clearly see that it isn't entirely a numbers game. Nodes that are empty have problems; nodes that are full that have problems; nodes that are inbetween sometimes have problems and other times don't have problems.
As I understand it, a specific system can't be on more than one node presently. I dare say that's the main 'root' of the problem if there is one. Load balancing needs to happen for single systems; dynamic load balancing if at all possible. Code changes for that might be absofreakinlutely insane to pull off, depending on how EVE was designed.
Of course, I haven't been keeping up with the lagfest saga that much, so I may be talking entirely out of me arse. 
"If God be for us, whom can be against us?" |

Anatolius
Amarr PIE Inc.
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Posted - 2007.02.16 16:08:00 -
[6]
Originally by: ElCoCo How many ppl can the node effectively handle? 100vs100? 200vs200? (by handle I mean no 5minute module lag ofcourse)
When it can't cope anymore, what's the root of the problem?
I think a lot of ppl would realy like to know.
I think CCP would like to know.
From merely reading the forums, you can clearly see that it isn't entirely a numbers game. Nodes that are empty have problems; nodes that are full that have problems; nodes that are inbetween sometimes have problems and other times don't have problems.
As I understand it, a specific system can't be on more than one node presently. I dare say that's the main 'root' of the problem if there is one. Load balancing needs to happen for single systems; dynamic load balancing if at all possible. Code changes for that might be absofreakinlutely insane to pull off, depending on how EVE was designed.
Of course, I haven't been keeping up with the lagfest saga that much, so I may be talking entirely out of me arse. 
"If God be for us, whom can be against us?" |

Lord WarATron
Amarr Black Nova Corp Band of Brothers
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Posted - 2007.02.16 16:09:00 -
[7]
Edited by: Lord WarATron on 16/02/2007 16:06:31 The problem is, unless some serious code optimisations happen, CCP need to invest pretty much their annual turnover into supercomputer nodes to handle these types of battles.
So its really down to two things - more Efficent Code and/or Better servers. 1000 man battles are just the start, and in a years time, combined with eve's current growth, 2000 man battles are a possibility..... Unless something drastic happens, it will become a victim of its own sucess --
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Lord WarATron
Amarr Black Nova Corp Band of Brothers
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Posted - 2007.02.16 16:09:00 -
[8]
Edited by: Lord WarATron on 16/02/2007 16:06:31 The problem is, unless some serious code optimisations happen, CCP need to invest pretty much their annual turnover into supercomputer nodes to handle these types of battles.
So its really down to two things - more Efficent Code and/or Better servers. 1000 man battles are just the start, and in a years time, combined with eve's current growth, 2000 man battles are a possibility..... Unless something drastic happens, it will become a victim of its own sucess --
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Andargor theWise
Collateral Damage Unlimited
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Posted - 2007.02.16 16:18:00 -
[9]
Originally by: Lord WarATron Edited by: Lord WarATron on 16/02/2007 16:06:31 The problem is, unless some serious code optimisations happen, CCP need to invest pretty much their annual turnover into supercomputer nodes to handle these types of battles.
So its really down to two things - more Efficent Code and/or Better servers. 1000 man battles are just the start, and in a years time, combined with eve's current growth, 2000 man battles are a possibility..... Unless something drastic happens, it will become a victim of its own sucess
Unfortunately, the drastic part might be population caps. No more than 750 in local, for example. Gets raised each time new Yarrdware is installed.
- Got grief?
Revelations MySQL Database |

Andargor theWise
Collateral Damage Unlimited
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Posted - 2007.02.16 16:18:00 -
[10]
Originally by: Lord WarATron Edited by: Lord WarATron on 16/02/2007 16:06:31 The problem is, unless some serious code optimisations happen, CCP need to invest pretty much their annual turnover into supercomputer nodes to handle these types of battles.
So its really down to two things - more Efficent Code and/or Better servers. 1000 man battles are just the start, and in a years time, combined with eve's current growth, 2000 man battles are a possibility..... Unless something drastic happens, it will become a victim of its own sucess
Unfortunately, the drastic part might be population caps. No more than 750 in local, for example. Gets raised each time new Yarrdware is installed.
- Got grief?
Revelations MySQL Database |
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ElCoCo
KIA Corp KIA Alliance
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Posted - 2007.02.16 16:19:00 -
[11]
Originally by: FedEx Guy Take a look at Jita.
No I don't want to look at jita. It's not the example I'm looking for.
I'm not talking about reconnects, nor about afk ppl at stations or passers-by. I'm talking about a X vs X force battling out in a single grid. What's the hypothetical limit?
It's very easy for a programmer to find his bottleneck. A bit of hypothetical numbercrunching is all I want 
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ElCoCo
KIA Corp KIA Alliance
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Posted - 2007.02.16 16:19:00 -
[12]
Originally by: FedEx Guy Take a look at Jita.
No I don't want to look at jita. It's not the example I'm looking for.
I'm not talking about reconnects, nor about afk ppl at stations or passers-by. I'm talking about a X vs X force battling out in a single grid. What's the hypothetical limit?
It's very easy for a programmer to find his bottleneck. A bit of hypothetical numbercrunching is all I want 
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FGxHalsey
Freedom Guard Curse Alliance
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Posted - 2007.02.16 16:21:00 -
[13]
Edited by: FGxHalsey on 16/02/2007 16:18:49 The drastic part might be the need to make multiple servers... more than just tranquility.
Population caps are not productive. No system would ever be assaulted because the defenders can just keep all their characters there without fear of losing a station.
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FGxHalsey
Freedom Guard Curse Alliance
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Posted - 2007.02.16 16:21:00 -
[14]
Edited by: FGxHalsey on 16/02/2007 16:18:49 The drastic part might be the need to make multiple servers... more than just tranquility.
Population caps are not productive. No system would ever be assaulted because the defenders can just keep all their characters there without fear of losing a station.
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ElCoCo
KIA Corp KIA Alliance
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Posted - 2007.02.16 16:23:00 -
[15]
Originally by: FGxHalsey The drastic part might be the need to make multiple servers... more than just tranquility
A lot of ppl would leave then.... I know I would.
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ElCoCo
KIA Corp KIA Alliance
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Posted - 2007.02.16 16:23:00 -
[16]
Originally by: FGxHalsey The drastic part might be the need to make multiple servers... more than just tranquility
A lot of ppl would leave then.... I know I would.
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Gibbah
Caldari S-44 Tre Kroner
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Posted - 2007.02.16 16:43:00 -
[17]
Originally by: FGxHalsey Edited by: FGxHalsey on 16/02/2007 16:18:49 The drastic part might be the need to make multiple servers... more than just tranquility.
Nooooooooo, don't even dare mentioning it. That's the beauty of EVE. I rather keep the lag then make it a multi-server game.
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Andargor theWise
Collateral Damage Unlimited
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Posted - 2007.02.16 16:49:00 -
[18]
Originally by: ElCoCo
Originally by: FedEx Guy Take a look at Jita.
No I don't want to look at jita. It's not the example I'm looking for.
I'm not talking about reconnects, nor about afk ppl at stations or passers-by. I'm talking about a X vs X force battling out in a single grid. What's the hypothetical limit?
It's very easy for a programmer to find his bottleneck. A bit of hypothetical numbercrunching is all I want 
Actually, Jita is a good example. Valar just said that he had moved JV1V on a dedicated node like Jita.
It's not how many people as much as what they are doing. 1000 people in Jita, with 75% sitting in station is not the same as 1000 people in space fighting, activating modules, and having their overviews refresh.
For fighting, I'd say 750-800 people in one system, with a dedicated node.
- Got grief?
Revelations MySQL Database |

Lady Kinla
Dark Empire Fleet
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Posted - 2007.02.16 16:51:00 -
[19]
Originally by: FGxHalsey
The drastic part might be the need to make multiple servers... more than just tranquility.
I have an urge to hurt you... The great thing about eve is that everyone is on the SAME server and that what you do effects the ENTIRE community not just a couple of people on a server. ---------------------------
"Did i ask for anyone to copy this into their sig? No ****heads this is my text not yours!" Already disobeyed... W00t! I am no longer a !. |

ElCoCo
KIA Corp KIA Alliance
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Posted - 2007.02.16 16:55:00 -
[20]
Originally by: Andargor theWise Actually, Jita is a good example. Valar just said that he had moved JV1V on a dedicated node like Jita.
It's not how many people as much as what they are doing. 1000 people in Jita, with 75% sitting in station is not the same as 1000 people in space fighting, activating modules, and having their overviews refresh.
For fighting, I'd say 750-800 people in one system, with a dedicated node.
I think you proved that Jita systemisn't an example (for what I'm asking for) with your post 
So you think 300vs300 would be actualy playable? I would think even 200vs200 would be veeeery optimistic.
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Marcus TheMartin
Gallente Tuxedo.
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Posted - 2007.02.16 17:10:00 -
[21]
Node Stability = ((Pilots in space*Drones/Fighters In Space^Amount of Sever Calculations being preformed per nanosecond)/0) Never again are you allowed to whine about not training Combat Skills |
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