Sizing for production

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He server.png Documentation on this page is intended for customers of HeroEngine managing their own server(s).

Sizing for production involves knowing the game design and its resulting requirements upon the various portions of the service.

Components

There are several components used in the capacity planning for deploying a production world and its configurations:

  1. Peak simultaneous connected players per world
  2. Network bandwidth (internet)
  3. Network bandwidth (internal)
  4. CPU cycles
  5. Memory
  6. Database I/O

Simultaneous connections

The reference game uses an estimate of 3,000 simultaneous players.

Network bandwidth (internet)

The reference game uses an estimate of 5k bytes per second per connected user. Multiplied by the number of users, this results in about 15 megabytes per second, about 120 megabits at peak.

Network bandwidth (internal)

CPU cycles

The reference game uses an estimate of 10 megahertz per connected user. This number is accumulated across all available machines running player-related processes, such as the Dude Managers, the Repository Director'd repository servers, and the area servers. Multiplied by the number of users, this results in a requirement at peak of about 30 gigahertz of CPU power.

Memory

The reference game uses an estimate of 5 megabytes per connected user. This amount is also accumulated across all available machines running player-related processes. Multiplied by the number of users, this translates into a requirement for about 15 gigabytes of RAM.

Database I/O

The reference game uses an estimate of 1 database i/o per second per connected user. Thus, this results in a requirement of about 3,000 database i/o's per second.

Implementation

HeroEngine chooses to use commodity hardware for most of its infrastructure. Database machines may need special attention due to their heavy disk heavy memory heavy CPU consumption patterns.

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