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EVE server stability Inquiry

Author
Trajanus Caesar
Doomheim
#1 - 2014-07-29 15:41:27 UTC  |  Edited by: Trajanus Caesar
Are CCP's servers able to handle 100,000 capsuleers online at once Question I am wondering cause the blobs that surface from time to time all have lag/disconnect issues under their comments. Yet all were less than 2,500 capsuleers.

"Veni, vidi, vici" -Julius Caesar

"I came, I saw, I conquered."

Schmata Bastanold
In Boobiez We Trust
#2 - 2014-07-29 15:42:21 UTC
Online, probably. In same system, no way.

Invalid signature format

Unsuccessful At Everything
The Troll Bridge
#3 - 2014-07-29 15:44:49 UTC
Fleet Fight Notifications FTW.




Also stealth 'Why we have no 2500 man free-for-all brawls in WoW?' thread.

Since the cessation of their usefulness is imminent, may I appropriate your belongings?

Caviar Liberta
The Scope
Gallente Federation
#4 - 2014-07-29 17:01:57 UTC
Unsuccessful At Everything wrote:
Fleet Fight Notifications FTW.




Also stealth 'Why we have no 2500 man free-for-all brawls in WoW?' thread.


Because you always know in advance that your titan pilot is going to miss click jump instead of bridge.
ShahFluffers
Ice Fire Warriors
#5 - 2014-07-29 18:08:13 UTC
Schmata Bastanold wrote:
Online, probably. In same system, no way.

This.

The problem is not concurrent players... it's lots of players jammed together in the same general area doing "high performance" actions (see: PvP).

It is not as bad as it used to be... but it is still pretty bad.
Rowells
Pator Tech School
Minmatar Republic
#6 - 2014-07-29 18:20:29 UTC
Trajanus Caesar wrote:
Yet all were less than 2,500 capsuleers.

There have been instances where there were more than 2500 capsulaeers (in massive tidi) and still having similar problems. I believe B-R almost had 4000?
Xercodo
Cruor Angelicus
#7 - 2014-07-29 18:22:02 UTC
I think it'd be awesome if CCP could perfectly and dynamically move around server load so that each piece of hardware had an even spread of players on it based on where they sat in the list and not from where they are in the game world.

Intra-node communication would probably be a ***** to handle because of things like Joe and Bob are both in Jita but on different nodes, but then a fleet fight wouldn't lag any more than a single random cov ops cloaked and alone in dead end nullsec.

Or at least in my perfect world.

The Drake is a Lie

James Amril-Kesh
Viziam
Amarr Empire
#8 - 2014-07-29 19:15:50 UTC  |  Edited by: James Amril-Kesh
Rowells wrote:
Trajanus Caesar wrote:
Yet all were less than 2,500 capsuleers.

There have been instances where there were more than 2500 capsulaeers (in massive tidi) and still having similar problems. I believe B-R almost had 4000?

B-R had less than 2,000 most of the time, I believe.

I think it was 6VDT that exceeded 4,000 in system at some points.

Enjoying the rain today? ;)

J'Poll
School of Applied Knowledge
Caldari State
#9 - 2014-07-29 19:19:40 UTC
Trajanus Caesar wrote:
Are CCP's servers able to handle 100,000 capsuleers online at once Question I am wondering cause the blobs that surface from time to time all have lag/disconnect issues under their comments. Yet all were less than 2,500 capsuleers.


Postinf in a not so cover GRR TIDI thread.

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Antihrist Pripravnik
Cultural Enrichment and Synergy of Diversity
Stain Neurodiverse Democracy
#10 - 2014-07-29 19:28:40 UTC  |  Edited by: Antihrist Pripravnik
Trajanus Caesar wrote:
Are CCP's servers able to handle 100,000 capsuleers online at once Question I am wondering cause the blobs that surface from time to time all have lag/disconnect issues under their comments. Yet all were less than 2,500 capsuleers.


Scalability

Quote:
Scalability is the ability of a system, network, or process to handle a growing amount of work in a capable manner or its ability to be enlarged to accommodate that growth. For example, it can refer to the capability of a system to increase its total output under an increased load when resources (typically hardware) are added.


CCP has over a decade of experience with constantly growing subscriber base, so I'd guess that they have established a system where scalability is not a problem (since they have been through a couple of rough periods already... Dominion as the most prominent example). Even if the current hardware growth system is not optimal after a certain threshold, a better solution can be found when it comes to a significant increase of resource consumption.

Another variable in hardware (and software system) scalability is profitability. If the player base increase to the point where 100,000 players are engaged in one battle, the subscriber base would be considerably larger. Growing to those numbers would provide both enough time and money to invest in a scalability model that would work to support those numbers (assuming that the current model would not be good enough).
Hasikan Miallok
Republic University
Minmatar Republic
#11 - 2014-07-30 00:35:10 UTC
Trajanus Caesar wrote:
Are CCP's servers able to handle 100,000 capsuleers online at once Question I am wondering cause the blobs that surface from time to time all have lag/disconnect issues under their comments. Yet all were less than 2,500 capsuleers.



They found stacking more than 2500 on the one server caused it to topple sideways and spill the devs coffee.
Yang Aurilen
State Protectorate
Caldari State
#12 - 2014-07-30 00:52:52 UTC  |  Edited by: Yang Aurilen
Has CCP found a way to make multiple Jita-like server nodes handle one system? You know to handle the inevitable 5000 man HERO frigate blob that will go down on a CFC sov structure with a matching number of goons in harpies.

Post with your NPC alt main and not your main main alt!

DaReaper
Net 7
Cannon.Fodder
#13 - 2014-07-30 04:54:35 UTC
the problem as has been stated many times over the years is the eve code. EvE was writting for sigle core units, so it can;t scale very well on mulicore, this causes the code to choke and you have tidi as the band-aid to help. When the code goes to multi core we should see a huge improvement, but thats a slow slow process.

OMG Comet Mining idea!!! Comet Mining!

Eve For life.

Serene Repose
#14 - 2014-07-30 09:50:29 UTC
Caviar Liberta wrote:
Unsuccessful At Everything wrote:
Fleet Fight Notifications FTW. Also stealth 'Why we have no 2500 man free-for-all brawls in WoW?' thread.
Because you always know in advance that your titan pilot is going to miss click jump instead of bridge.

That's why they get paid the BIG bucks.

We must accommodate the idiocracy.

Trajanus Caesar
Doomheim
#15 - 2014-07-30 12:11:48 UTC
I should have been clearer. I meant online at one time across the universe, not in one system.

"Veni, vidi, vici" -Julius Caesar

"I came, I saw, I conquered."

TheMercenaryKing
School of Applied Knowledge
Caldari State
#16 - 2014-07-30 13:21:31 UTC
Even though Tranquility is an EVE "server", it is really a cluster of servers in a server farm. This means that it is multiple physical servers interconnected to share data as if they are one server or as a team of independent servers freely sharing data (depending on configuration). Eve has multiple types of servers: Nodes (actual in space ships, movements, and players online), Markets database, the player account database (skill training, wallet, etc), chats, and many more. This is why local chat and market data have almost no impact on Jita, Jita lags due to the number of people in space doing things.

Eve has a player cap in systems as 2500 or so, but there can be 10 or 20 times more people on at any given time, but there are multiple nodes, this means that one node can have 3000 people on it yet another can have 30. The player cap for the Tranquility cluster is only limited by the number of node and player cap on a given node.
Vorll Minaaran
Centre Of Attention
#17 - 2014-07-30 13:54:11 UTC
In one of the TiDi or lag threads 2-3 years ago, one Dev answered this question. Sorry, im at work atm, cant find it for you.
Trajanus Caesar
Doomheim
#18 - 2014-07-30 22:29:25 UTC
TheMercenaryKing wrote:
Even though Tranquility is an EVE "server", it is really a cluster of servers in a server farm. This means that it is multiple physical servers interconnected to share data as if they are one server or as a team of independent servers freely sharing data (depending on configuration). Eve has multiple types of servers: Nodes (actual in space ships, movements, and players online), Markets database, the player account database (skill training, wallet, etc), chats, and many more. This is why local chat and market data have almost no impact on Jita, Jita lags due to the number of people in space doing things.

Eve has a player cap in systems as 2500 or so, but there can be 10 or 20 times more people on at any given time, but there are multiple nodes, this means that one node can have 3000 people on it yet another can have 30. The player cap for the Tranquility cluster is only limited by the number of node and player cap on a given node.


Thank you for explaining some of the intricacies :)

"Veni, vidi, vici" -Julius Caesar

"I came, I saw, I conquered."

Trajanus Caesar
Doomheim
#19 - 2014-07-30 22:30:44 UTC
Vorll Minaaran wrote:
In one of the TiDi or lag threads 2-3 years ago, one Dev answered this question. Sorry, im at work atm, cant find it for you.


*Waits enthusiastic and patiently* Shocked

"Veni, vidi, vici" -Julius Caesar

"I came, I saw, I conquered."

Vorll Minaaran
Centre Of Attention
#20 - 2014-07-31 06:48:51 UTC
Actually it's an old info from 2011 on the old EVE forum by CCP Yokai. Luckily some kind person put it to the EVE wiki Tranquility article:
Evelopedia/Tranquility

Old EVE Online forum:
What is the most people our single sharded universe could handle?
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