Server infrastructure? What makes POE run so well?
My friends and I started wondering(after just experiencing some bad down time in another game) what kind of infrastructure does POE have that allows to run everything this smoothly while keeping most of the calculations server side?
As someone with a bit of tech background it really fascinates me how it's done, so any info would be great! Last bumped on Oct 14, 2024, 3:38:02 AM
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I am pretty sure it's bait, but what game did you play?
On Probation Any%
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" I don't really think that's relevant here? I am not going to advertise another game on poe forum XD I just wanted to layout some background for the question, so it didn't seam like I was trying to fish out info for any sort of gain. I can pm you the name of the game if you want(it's not even arpg btw) | |
" Why not? On Probation Any%
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" So I am questioning something so I can better formulate answer and you don't want to answer? Why should anyone bother then? On Probation Any%
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" Sorry, I just didn't think it was relevant enough and didn't know it can help formulate the answer. The game we were playing is called Sand | |
" It is relevant, because in my long experience with online games, Path of Exile gave me the worst online experience from all, including community servers. There is really not much to talk about, like why do you think calculation should be heavy in this game in the first place. I really struggle to answer this. On Probation Any%
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" I am not playing that long it's my 4 or 5th league, I am clocking about 1500 hours... and the worst server issue I ever saw is server throw back by like 5 minutes? And it happened only once. Yeah unpleasant but not the worst lol There was no major league start issue this time when only on steam there were more than 200k players. This seems to me like a very good measurement that GGG knows something about setting up their servers I am not saying calculation per say SHOULD be heavy. But it is from my info. As far as I read somewhere else most of events are checked server side which is considering the amount of monsters we hit with how much proj is... a whole lot Last edited by denyess on Oct 11, 2024, 5:14:28 PM
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"f The calculations are heavy because depending on the build it involves calculating thousands of projectiles a second, each of which leaves a variety of debuffs that may or may not stack on hundreds of mobs, each of which has a chance of dropping loot, all of that on 30 ticks/sec. The feat of scaling the instances alone is impressive, do they dynamically update their resource allocation when stuff starts getting hectic? Is there pre-estimations going on about how ‚crazy‘ the map is going to be? Are builds taken into account? |
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