Second Life Looks At Scaling Problems 68
News.com reports that Second Life is looking down the barrel of some major scaling problems as the virtual world's popularity soars. While Linden Labs itself seems confident in the scalabilty of their virtuality, outsiders aren't so sure. From the article: "'My understanding of (Linden Lab's) back-end requirements are that they're absurd and unsustainable,' said Daniel James, CEO of Three Rings, publisher of the online game Puzzle Pirates. 'They have (about) as many peak simultaneous players as we do, and we're doing it on four CPUs.'"
Article author not very clued (Score:3, Insightful)
Er, no, that's not really very unusual at all, for MMOs, and dates way, way back. (Well, as much as anything in MMOs goes "way back...")
It has a number of advantages and disadvantages over other architectures; it's generally thought to be more complex in terms of synchronization w/ "neighboring" servers, for instance, but this isn't something that would make someone who knows what he's doing go "WTF?" It certainly doesn't have inherent scaling problems.
I think this is representative of the author's tech clue.
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Carnage Blender [carnageblender.com]: Meet interesting people. Kill them.
With all due respect... (Score:3, Insightful)
Makes Sense (Score:3, Insightful)
Not a hypothetical question (Score:5, Insightful)
Never mind mischevious users. A more important question is this:
What would happen a large group of normal users decide to visit the same 16 acres of land for reasons having nothing to do with mischief or organization?
As it happens, we see the answer to this question every single night. For example, there's somewhere in the world that's like the linden town square or something. It's your default "warp home" point after you first sign up for an account. This invariably has maybe ten to a hundred people in the area. You ask, what if a large group of people decide to all warp here at once--? Well, since it's the default warp point, they invariably will--?
And the answer to the question is "the game becomes unusably slow for anyone foolish enough to have entered this area". The way Linden Labs is dealing with this? They, uh. They split the town square area into four chunks such that the very center of the square rests directly on the boundary of four different acre servers. Which helps the slowdown there a little, but what about other situations where a large group of non-mischevious users may decide for totally natural reasons to all go to the same place at the same time-- say because there is an event or a party? This is a social game. The entire point of the game is to accumulate many players in one place at a time.
And as it stands, the [non]scalability is the game's worst problem. You basically never get even remotely acceptable framerates unless you're standing in one of the sandboxes by yourself or with maybe one other person.
stupid comparison (Score:4, Insightful)
Re:Is this a point of failure? (Score:1, Insightful)
Re:It limits the number of users to ~50 (Score:3, Insightful)