loadbalancing problem

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oman
oman
edited November 2012 in Photon Server
the loadbalancing can be used in mmorpg game project ? is there any document about loadbalancing?

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  • dreamora
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    If MMORPG = rooms so what 99% of the successful MMOs are (League of Legends and World of Tanks as prime examples) then yes. LoadBalancing is a multiserver version of Lite.

    Otherwise no not without integrating your own core and handle all the stuff, but thats not trivial and I would have said that going with BigWorldEngine right from the start will save you several ten to hundreds of thousands if you want to get a single or a few open world server clusters online cause the topic of server to server syncronization, data handling etc is no trivial one and shouldn't you have hired staff from the BigWorldEngine devs or the former Hero Engine devs or CCPs server development staff, chances are not that high that you will get someone capable of doing it without investing several months to research and optimize it (and you will need the optimization as just adding more servers will not scale at all, it will make the problem even worse of your network simply dieing in the flood of data. you would need to switch to fiber, infiniband, quadriband network technology but thats extremely expensive)
    Thats why WoW, EQ and all the other games have such laughable player limitations per world, the architecture simply can't scale beyond it as they use strong single node environments per closed environment (city, continents, battlegrounds) and then move around whole instances of these between nodes if at all.
    This way there is little to no node to node communication beside the loading screen blocked transits