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The One-World Video-Game Challenge

Continued from page 1

By Erica Naone

Friday, September 14, 2007

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Growing user demands have placed increasing pressure on the company's hardware. In 2004, EVE Online switched to solid-state disks in order to avoid the delays introduced by moving mechanical parts in traditional hard drives. In 2006, the company upgraded to 64-bit computing to achieve higher-density storage. CCP Games is now moving its clusters over to IBM blade servers, a system of servers on cards that allows for greater storage density, power efficiency, and communication between servers. Petursson says that he hopes the company's new supercomputing clusters will add enough capacity for 70,000 concurrent users.

George Dolbier, the global technical lead for games and interactive entertainment at IBM, says that to scale up to support millions of concurrent users, MMOs will need to make use of the technologies behind Visa's database, or those that support the NASDAQ stock market. NASDAQ, he says, can actually be thought of as a very large MMO, supporting very large numbers of "players" performing billions of transactions daily in a graphically intense environment, all within a single shard.

Large-scale MMOs, Dolbier says, share many computing problems with the financial industry. MMOs, like financial institutions, require high-speed communication between servers, since delays frustrate customers and provide opportunities for cheating and fraud. MMOs also require the maintenance of very large databases. EVE Online's servers, for example, which now support only 200,000 players, currently process more than 150 million operations per day.

Dolbier says that it's not a one-way street: other industries could learn from the technology that's being developed for MMOs. For example, he says, a common problem for game companies is how to recognize and manage "hot spots": small areas that suddenly attract large numbers of players, such as a battleground. To keep the game running smoothly, the servers need to detect movement toward the hot spot and react in real time, rezoning the area of activity so that more servers are responsible for supporting it. Technologies that solve this problem effectively, Dolbier says, will have applications in any industry that requires spotting and reacting to trends, or "anything where behavior is dynamic and you need to move resources around rapidly."

Comments

  • EVE Online battles - the big end
    Actually, battles in EVE Online are now reaching 600-700 players. I've been involved in one of the hottest fronts in EVE of late, and there was one solar system that had 600+ people in it for a few days in a massive battle.

    Unfortunately, at that epic end of EVE PVP, the game performance slows immensely. People have reported 20 minute intervals between screen updates when entering the engagement. They fly in with a ship ready to PVP, and 20 minutes later find that they are in a "pod" (an escape ship of sorts, for those that don't play EVE).

    Even smaller engagements can suffer lag of 2-3 minutes before screen updates. I was recently in one.

    I wonder if IP Multicasting would help EVE, or not, in situations like that? Either that, or a "battleground" concept like Blizzard uses with WoW.

    With that said, EVE is still the best game of all time, in terms of the detail, the sheer number of ways you can participate in PVP (including Economic warfare), and the politics and espionage that give the game the all-too-real feel.
    Rate this comment: 12345

    gfair
    09/14/2007
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    • Re: EVE Online battles - the big end
      Thanks for adding this note, gfair. When I talked to Hilmar Petursson, he told me the largest battle on record was around 500 vs. 500, but noted that the user experience for battles of that size was less than ideal. I chose to include the number 400 instead, as Petursson told me that was a number that the system could accommodate well. That said, it's good to hear from someone with experience playing at the epic end. Best,
      Erica Naone
      Rate this comment: 12345

      Erica Naone
      09/14/2007
      Posts:43
      Avg Rating:
      4/5
      • Re: EVE Online battles - the big end
        They certainly wish.  In reality EVE can handle about 100 for people with decent computers.  Beyond 100, the client computer stops mattering.  By 200, the combat will never even be seen by 50 or more participants.  Once over 200, you enter the realm of what is often called a 'turkey shoot' in EVE.

        The reality of any large fleet battle in EVE is the mechanics of the game force you to do it, even though you know the same broken mechanics are going to make it suicide.  When I say suicide, I mean in the sense that you will never even see what kills you, nor will you be able to activate any of your modules.

        I recently cancelled my subscriptions after finally giving up on hoping CCP would fix this.  The fleet battle in question was only around 438 total, not a huge number by any means.  Unfortunately, the server side lag (often called module lag by EVE players) was between 20 and 30 minutes(that's right, 2 digit minutes of lag).

        I sent in the client logs as is always requested, along with screenshots showing the timestamps of the error message (You get a message when you try to activate a module you have already activated, saying 'an attempt to activate this module is already underway'). 

        The problem in these situations is that CCP refuses to even acknowledge the lag problem.  The CCP GMs will simply say that the server logs do not indicate there was any problem.  Why?  Because they have nothing monitoring the lag.  This is what finally forced me (after 4 years) to give up on them.  EVE is a wonderful game, but as CCP won't even acknowledge the problem, and in fact gives data like this article, it will never be fixed.

        Good luck to anyone signing up!  We did have the makings of one of the most epic battles in gaming history quite a while ago in a battle known as "F-T" for the system it was in.  The numbers, had it been anywhere near possible, would have reached closer to 2000 total.  Unfortunately, not only did the people in the system completely lag out, but those of us 3 and 4 jumps away lagged out for several hours (I spent 3 hours on a gate staring at a black screen.  That's right, 3 hours without being able to even load).  It would have been pretty great, but in reality about 80 total participants were able to get to the target system, and then actually see anything once there.
        Rate this comment: 12345

        esseye
        09/15/2007
        Posts:1
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        3/5
  • Large Fleet Battles In EvE Online
    I was in a 250 vs 300 or so battle earlier today and "less than ideal" is not how I would describe the conditions. There was immense lag wich cause some people to take more than an hour to "jump" from one system to another. In all honesty if a battle exceeds 30vs30 the server conditions become so lagged that it can take 10 minutes to activate your weapons or to move your ship.

    The most disturbing part in all of this is CCP has a record of claiming the "lagg" is client side, given hundreds of players have the same problems. On the outside CCP likes to make it seem like these fleet battles are possible, when they are entirely a luck vs lag fest.
    Rate this comment: 12345

    thatguy
    09/14/2007
    Posts:1
    Avg Rating:
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