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by don_neufeld
660 days ago
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Yup, and there are some non- obvious ways to offload compute that were necessary back in those days. Half the cluster for Planetside was edge servers whose entire job was to handle inbound packets and distribute them to the relevant other clients. One copy of each update was sent to the zone server, and it was then responsible for updating adjacency lists so the edge could do its job. This gave us much closer to linear rather than quadratic scaling. Even then the packet forwarding code in the edge servers didn’t do full packet decode, it just dug into the header deep enough to determine packet type, which allowed it to know how to forward. I think we launched on ~20 servers per world, each of which was a dual core 300 MHz P3. That could handle 5000 players in a world. Including raytracing their projectiles against an 8km x 8km mesh ;) I can’t even find processor benchmarks that far back, but I’d guess we ran the entire cluster on less CPU than most cell phones have today. |
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