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What is New Eden's capacity?

Author
Reicine Ceer
State War Academy
Caldari State
#1 - 2012-08-21 18:21:23 UTC
By that, I mean, what is the maximum number of players the server could handle before failing? I'm just curious.... I wonder how it compares to a single server in WoW? Whether TiDi would need to be implemented at every gate if the server reached maximum capacity? Or would CCP end up just getting a beefier server?

...these are the things that keep me awake at night.
Mallak Azaria
Caldari Provisions
Caldari State
#2 - 2012-08-21 18:22:40 UTC
Reicine Ceer wrote:
I wonder how it compares to a single server in WoW?


Who cares. Spaceships are a million times cooler.

This post was lovingly crafted by a member of the Goonwaffe Posting Cabal, proud member of the popular gay hookup site somethingawful.com, Spelling Bee, Grammar Gestapo & #1 Official Gevlon Goblin Fanclub member.

highonpop
KarmaFleet
Goonswarm Federation
#3 - 2012-08-21 18:25:53 UTC  |  Edited by: highonpop
Reicine Ceer wrote:
By that, I mean, what is the maximum number of players the server could handle before failing? I'm just curious.... I wonder how it compares to a single server in WoW? Whether TiDi would need to be implemented at every gate if the server reached maximum capacity? Or would CCP end up just getting a beefier server?

...these are the things that keep me awake at night.




Well, TiDi works per server node (IIRC, or maybe per system), not per gate. Traffic control is the mechanic that keeps gates from melting. But I'm sure that the server could handle much much much more than it is right now, since you can go to areas of eve to are totally empty during certain time zones.

FC, what do?

Vera Algaert
Republic University
Minmatar Republic
#4 - 2012-08-21 18:33:04 UTC
Reicine Ceer wrote:
By that, I mean, what is the maximum number of players the server could handle before failing? I'm just curious.... I wonder how it compares to a single server in WoW? Whether TiDi would need to be implemented at every gate if the server reached maximum capacity? Or would CCP end up just getting a beefier server?

...these are the things that keep me awake at night.

TQ isn't one server but a whole farm of them - you have the proxy servers which handle the connections to the clients, you have the sol servers each of which hosts one or more solar systems and you have the database servers that everything talks to.

For some outdated numbers see:
http://wiki.eveonline.com/en/wiki/Tranquility#Current_capability_01-13-2011_from_CCP_Yokai

.

Chribba
Otherworld Enterprises
Otherworld Empire
#5 - 2012-08-21 18:37:02 UTC
Noone knows. With TiDi in place possibly many 100k but then ofc it could be slowed down so much a DT hits...

We're still holding the highest number of battle participants afaik?

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Roll Sizzle Beef
Space Mutiny
#6 - 2012-08-21 18:39:13 UTC
Current record recorded http://games.chruker.dk/eve_online/server_status.php
was 63,165 at once.

An average peek for a WoW server is like 750.
Tiger Would
Doomheim
#7 - 2012-08-21 18:41:54 UTC  |  Edited by: Tiger Would
Vera Algaert wrote:
Reicine Ceer wrote:
By that, I mean, what is the maximum number of players the server could handle before failing? I'm just curious.... I wonder how it compares to a single server in WoW? Whether TiDi would need to be implemented at every gate if the server reached maximum capacity? Or would CCP end up just getting a beefier server?

...these are the things that keep me awake at night.

TQ isn't one server but a whole farm of them - you have the proxy servers which handle the connections to the clients, you have the sol servers each of which hosts one or more solar systems and you have the database servers that everything talks to.

For some outdated numbers see:
http://wiki.eveonline.com/en/wiki/Tranquility#Current_capability_01-13-2011_from_CCP_Yokai



But are those nodes physical?

Because, I dont know, I t could be a virtualized environment, it would make sense in a load balancing energy usage kind of way. ( But also storage and bandwidth between DB and nodes (CUCS))


I could easily be wrong though.

Once you think you have it all, you have actually become ignorant towards everything else.

T. Would

Herping yourDerp
Tribal Liberation Force
Minmatar Republic
#8 - 2012-08-21 18:50:31 UTC
its enough that if the entire userbase logged in right now it would be fine. as long as those people aren't all in the same play anyway.
Malphilos
State War Academy
Caldari State
#9 - 2012-08-21 19:01:47 UTC
Its capacity for love is boundless.
baltec1
Bat Country
The Initiative.
#10 - 2012-08-21 19:04:59 UTC
Chribba wrote:


We're still holding the highest number of battle participants afaik?


Haven't heard of anything coming close.
Surfin's PlunderBunny
Sebiestor Tribe
Minmatar Republic
#11 - 2012-08-21 20:44:18 UTC
Roll Sizzle Beef wrote:
Current record recorded http://games.chruker.dk/eve_online/server_status.php
was 63,165 at once.

An average peek for a WoW server is like 750.


Hooray! Eve holds more! :trollface:

"Little ginger moron" ~David Hasselhoff 

Want to see what Surf is training or how little isk Surf has?  http://eveboard.com/pilot/Surfin%27s_PlunderBunny

Denidil
Cascades Mountain Operatives
#12 - 2012-08-21 21:17:57 UTC
Tiger Would wrote:
Vera Algaert wrote:
Reicine Ceer wrote:
By that, I mean, what is the maximum number of players the server could handle before failing? I'm just curious.... I wonder how it compares to a single server in WoW? Whether TiDi would need to be implemented at every gate if the server reached maximum capacity? Or would CCP end up just getting a beefier server?

...these are the things that keep me awake at night.

TQ isn't one server but a whole farm of them - you have the proxy servers which handle the connections to the clients, you have the sol servers each of which hosts one or more solar systems and you have the database servers that everything talks to.

For some outdated numbers see:
http://wiki.eveonline.com/en/wiki/Tranquility#Current_capability_01-13-2011_from_CCP_Yokai



But are those nodes physical?

Because, I dont know, I t could be a virtualized environment, it would make sense in a load balancing energy usage kind of way. ( But also storage and bandwidth between DB and nodes (CUCS))


I could easily be wrong though.


they're not virtualized

Tedium and difficulty are not the same thing, if you don't realize this then STFU about game design.

Jimmy Gunsmythe
Sebiestor Tribe
#13 - 2012-08-21 21:21:44 UTC
Take the maximum number of allowed people in a system, say Jita and multiply that by the number of systems in game. That's your maximum amount of people allowed on one server.

John Hancock

Gogela
Epic Ganking Time
CODE.
#14 - 2012-08-21 21:31:32 UTC
Jimmy Gunsmythe wrote:
Take the maximum number of allowed people in a system, say Jita and multiply that by the number of systems in game. That's your maximum amount of people allowed on one server.

Bad math. They don't have a server for every system. Some servers hold multiple systems.

Signatures should be used responsibly...

Darek Castigatus
Immortalis Inc.
Shadow Cartel
#15 - 2012-08-21 21:32:16 UTC
Jimmy Gunsmythe wrote:
Take the maximum number of allowed people in a system, say Jita and multiply that by the number of systems in game. That's your maximum amount of people allowed on one server.



Dont use Jita, remember it has its own node.

Pirates - The Invisible Fist of Darwin

you're welcome

Brooks Puuntai
Solar Nexus.
#16 - 2012-08-21 21:34:27 UTC  |  Edited by: Brooks Puuntai
Think it's really based off of how spread out people are. The true "max" would be very high though it would never reach that point because it would barely playable.

CCP's Motto: If it isn't broken, break it. If it is broken, ignore it. Improving NPE / Dynamic New Eden

Blane Xero
The Firestorm Cartel
#17 - 2012-08-21 21:40:58 UTC  |  Edited by: Blane Xero
Roll Sizzle Beef wrote:
Current record recorded http://games.chruker.dk/eve_online/server_status.php
was 63,165 at once.

An average peek for a WoW server is like 750.

Perhaps for a low to mid population Realm.

After doing some looking into it, EU High pop realms average out to about 2k~ combined, with peaks of 4k~.


[Sampled with info from Argent Dawn EU.]

Resident Haruhiist since December 2008.

Laying claim to Out of Pod Experience since 2007, plain and simple. Keep the trash out of [u]Out Of Pod Experience[/u], If it's EVE Related or deserves a Lock, it does not belong here.

Tiger Would
Doomheim
#18 - 2012-08-21 21:58:03 UTC  |  Edited by: Tiger Would
Denidil wrote:
Tiger Would wrote:
Vera Algaert wrote:
Reicine Ceer wrote:
By that, I mean, what is the maximum number of players the server could handle before failing? I'm just curious.... I wonder how it compares to a single server in WoW? Whether TiDi would need to be implemented at every gate if the server reached maximum capacity? Or would CCP end up just getting a beefier server?

...these are the things that keep me awake at night.

TQ isn't one server but a whole farm of them - you have the proxy servers which handle the connections to the clients, you have the sol servers each of which hosts one or more solar systems and you have the database servers that everything talks to.

For some outdated numbers see:
http://wiki.eveonline.com/en/wiki/Tranquility#Current_capability_01-13-2011_from_CCP_Yokai



But are those nodes physical?

Because, I dont know, I t could be a virtualized environment, it would make sense in a load balancing energy usage kind of way. ( But also storage and bandwidth between DB and nodes (CUCS))


I could easily be wrong though.


they're not virtualized


If so, it might not be a bad idea to start thinking about that.....
VMWare has very nifty options in CUCS, QOS mechanics on IO for example....

Infiniband between physical and virtual nodes (traffic wise, maybe not needed, but latencies drop conciderably)
Huge bandwidth between storage and nodes

Energy usage drops concidrable if you let DRS also look at loads and start migrating nodes when only 20k people are online and switch on physical nodes and migrate again when the counter goes up.

Also CPU resource pooling could overcome the single core (ok now they sidebanded some traffic to a second core) limitations for quite a bit

And it is where IT is headed, para virtualization has reached limitations, binary translation can still grow, but hardware virtualization is just around the corner and partially already supported on some CPU's. (partially run code on CPU instead of hypervisor level)

Not to mention a much much lower cost of ownership (less physical but more potent servers(or rather blades in this case)) less rack space, less cooling capacity needed, less UPS capacity, much lower power consumption etc


and so on.....


ah well.....it works like it is....

Once you think you have it all, you have actually become ignorant towards everything else.

T. Would

Jimmy Gunsmythe
Sebiestor Tribe
#19 - 2012-08-21 22:06:31 UTC
Gogela wrote:
Jimmy Gunsmythe wrote:
Take the maximum number of allowed people in a system, say Jita and multiply that by the number of systems in game. That's your maximum amount of people allowed on one server.

Bad math. They don't have a server for every system. Some servers hold multiple systems.


We're talking about THE server, not all the little nodes. And I threw Jita out there just because its the only one that ever seems to get full. I know its not a perfect method, but its something.

John Hancock

Tau Cabalander
Retirement Retreat
Working Stiffs
#20 - 2012-08-21 22:20:59 UTC
TQ Level Up

CCP Yokai wrote:
TQ Tech Details: (Not the whole system, just what runs TQ)

Servers
64 x IBM HS21
2x Dual Core 3.33GHz CPU's
32GB of RAM Each
1x72GB HDD Each

2 x IBM X3850 M2's
2x Six Core 2.66GHz
128GB of RAM
4 x 146GB HDD

Cores
- 280 total Cores
- ~1 THz

RAM
- 2.3TB of Total RAM

Storage
- 4.8TB of Local Storage
- 2TB of SSD SAN
- 256GB of RAM SAN

Network
- Gigabit Ethernet
- 4Gb/s Fiber Channel

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