SvennoJ said:
youarebadatgames said: Too bad they didn't implement cloud computing in EVE online, otherwise we wouldn't lag in huge 800 man fleet battles, but it's easy to see how something like this could work for MMORPGs, where most of the ones today can't scale beyond a certain size and is limited in player size. |
But how would cloud compute solve the problem of 800 man fleet battles? It's the client struggling to render all the data that's coming from the server. Or your connection not being able to keep up with the amount of data the server is sending. MMORPGs mainly have a limited player size to protect for overcrowding. Throwing everyone together on a distributed server system is not rocket sience, not having 10k people come to the same area so all the clients crash is the problem. Like the good old days of staring at the floor trying to navigate the Bazaar in Everquest, look up and the sight of hundred's of player traders brought any client to it's knees.
The only solution is to switch to an OnLive/Gaika type solution where the data stream and effort on the client side are constant at the cost of a bit of extra lag.
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In EVE it's not the client that is the bottleneck, it's the server because of the computations of lots of ships, physics, modules, etc. going on at the same time. Maybe true in other MMORPGs, but EVE is pretty light client side, and in fact EVE will slow down time server side to keep up with the calculations. Just having a distributed server model might have made it go more smoothly to scale up demand when there is a huge spike in system.