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2025-03-26 Update From: SLTechnology News&Howtos shulou NAV: SLTechnology News&Howtos > Servers >
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Shulou(Shulou.com)06/02 Report--
Large online games and large websites need different servers.
1) although large-scale online games generate a lot of data, they are several orders of magnitude worse than large-scale website systems.
2) the operation of online games to data is relatively simple, basically simple select/update/delete is enough, basically does not involve complex query and transaction processing.
3) online games emphasize the real-time response of operation. It is acceptable for you to click on a web page to get a response within hundreds of milliseconds or even within a second or two, but for many online games, more than 2300 milliseconds will make people feel that they are not playing smoothly.
So where is the pressure of online games, and what factors affect the maximum number of game servers? According to my years of development experience, the main pressure of online games is as follows:
1) the pressure caused by interaction with other players in the scene, NPC
2) pressure caused by AI calculation
3) many large 3 D games need to perform some complex simulation operations on the game server, such as 3 D collision.
4) complex combat calculation
5) in order to improve the carrying capacity of a game server group, the data broadcast generated by a large number of player interactions must find a way to distribute these computing pressures evenly to different physical nodes. One way of distribution is to distribute the players who are most likely to interact to separate nodes. This is also the way most online games are handled, divided by separate maps, and if players want to cross maps, they need to generate a data transfer between game servers. This is why turn-based games and open-room copy games carry more people than open big map games. [199cloudIna editor]
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