Has anyone did performance testing about photon?

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oman
oman
edited June 2012 in Photon Server
We want to use photon to develop mmorpg game , Have anyone did some performance testing about photon? such as using how many clients sending movement update data to the server with some frequency ?

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  • dreamora
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    Its very performt.

    Question is to what degree you use it right and optimize it as photon offers you example applications but any real MMO will need to expand one of the solutions (the one thats closest to its target behavior, be it Lite or MMO) for its own usage and its normally that code and handling that causes the overhead.
    Also and to a large degree your server hw defines how much you can send around, partially the cpu but normally much more the upstream connection of your server location

    so its not possible to give you any figure here as it is completely dependent on factors outside of what photon does out of the box, especially with the impact of the hardware and its location.
  • duke
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    Like Dreamora said, it's dependent on more than just Photon. Photon itself does a great job, but then theres your game code, and tweaking the hell out of the server environment, as well as adding hardware where appropriate (SSL, GFX card if you're running physics or AI on the GPU, etc).

    edit: Also, the painful realization that object-oriented design patterns don't always lend themselves to the best performance :( see: http://publications.dice.se/attachments ... Design.pdf
  • dreamora
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    Thats why for such cases one might be 'nerdy' enough to consider using F# instead of C#

    Though in case of Photon its no topic cause you don't want to touch threads. Photon is already MTed and if you work with it in the proper way you won't get concurrency clashes and can scale to as many cpus as you want by simply changing the configuration
  • duke
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    You don't want to explicitly touch threads, but you probably want to leverage the TPL in .net 4 and Retlang (or Photon's implementation of it) to handle workload dispatching.