@jetah said in Going Worldwide - Regional Servers & Localization:
I don't them wasting the funding to host multiple servers while in Alpha - Beta.
It makes no difference to have one or more servers with SpatialOS. It's all usage-based. Also, we'll be in the Games Innovation Program once we're funded, so we won't have to pay server expenses for a while anyway
@vortech said in Going Worldwide - Regional Servers & Localization:
here are some resources from David Salz the CTO of SBI
Interesting, thanks. I gave them a look. If you check out the "Berlin QUO Vadis" one, you'll see it says what I told you in my previous post: they're now hosting the whole game in a single datacenter (where the server is, you can figure out just by searching it on their forums: US East).
The whole server architecture of Albion I knew already overall. It's robust and they've optimized it exceptionally well, but it's essentially the simplest kind possible:
- Game world divided in clear-cut regions with no interaction possible between two players in different regions
- Each region controlled by one thread (/ one server process)
The SpatialOS backend architecture is more sophisticated: I could be in front of you in the game, and both of us could be controlled by different server processes. This is, in a nutshell, why we can afford to have an open world and why in the same 1km x 1km area of this open world there could be 2 or 2000 players.
Notwithstanding all this goodness, latency is still latency. If you're in the US and you're in front of a player from China, it takes 300ms for your actions to reach him. There's literally no way out of that besides making optical fiber cables where signal travels at the nominal speed of light, but that's something not available to humanity as of today
@logain said in Going Worldwide - Regional Servers & Localization:
Is there any chance that you could elaborate a bit on the metrics you're going to use for this decision? (For example, are you going to look at total amount of player, at concurrent players, at peak times/low times, at the distribution of Beast/Human/Demon,...)
A mix of all. Concurrent players during the day are of course one of the most important factors.