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by Thaxll 2924 days ago
How so? The biggest online game are running on AWS and I'm sure they're doing fine. ( Fortnite, Overwatch ect ... )
1 comments

That's not big at all. Those are what, 4-12 players at a time? Everything can run within a single server so all the IO is to the users.

I haven't played this DBZ game but if its more of an MMO with a live view of all the players in your area you might be dealing with user handoff between servers, cross server communication etc etc.

Fortnite is 100 people per game on a single gigantic map, with tracked state for everything (as it's important for the gameplay that, for example, an already-looted house is empty when the next player comes along).
You've missed the point entirely. Its still a single server game. Sure the game is popular, and there are thousands of games at once, they're not connected.
4 months ago they surpassed 3.4 million concurrent players[1]. 100 players per server, at least 34,000 game instances (assuming 100 per game, which isn't always the case since games quickly fall down to ~50 players in a few minutes) which all report statistics of games to databases, etc. Sessions, logins, reports, kills, replays.... those add up.

[1] https://gamerant.com/fortnite-concurrent-player-record-playe...

>Sessions, logins, reports, kills, replays.... those add up.

Yes but those are all shardable, cacheable and mostly asynchronous. The blog post is about how you can build a large world wide game as if it was a single data center with low latency.

And so is MMO data (cacheable in a ton of cases, shardeable (the article even mentions this one!)).
Specifically, it mentions how sharding is _not_ ideal for this game.