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How does EVE handle so many players on at the same time?

2

Comments

  • drbaltazardrbaltazar Member UncommonPosts: 7,856

    eve is now hybrid!

    eve32

    eve64

    does it means player can play it in 64 bit on a 64 bit computer(w7 64 bit)

  • drbaltazardrbaltazar Member UncommonPosts: 7,856

    lol they are going wild lol !1700 ship in jita!

  • GdemamiGdemami Member EpicPosts: 12,342


    Originally posted by drbaltazar
    eve is now hybrid!
    eve32
    eve64
    does it means player can play it in 64 bit on a 64 bit computer(w7 64 bit)

    That is the server code, client is still 32bit.

  • Mud_MonsterMud_Monster Member UncommonPosts: 229

    Thanks for the feedback.  Sounds like a pretty good way to handle it.  It would be cool if a ground based fantasy game was able to accomplish something similar since that is more my style of game, but it seems like EVE's system is easier to implement/more fitting in a space based game.  Maybe shards/worlds connected through magic portals could work though.

    image

  • OrphesOrphes Member UncommonPosts: 3,039
    Originally posted by remyburke


    Another aspect besides those that others have already mentioned that cuts down on the amount of info being communicated between client and server is the fact that EVE is point and click. Using WASD for movement sends an incredible amount of steaming info, which point and click really cuts down on it.

    If one push the autorun button the amount of information transfered is lower?

    I can't see any different volume of information exchanged as you in all three cases are moving.

    I'm so broke. I can't even pay attention.
    "You have the right not to be killed"

  • GdemamiGdemami Member EpicPosts: 12,342


    Originally posted by Death1942
    the biggest one is terrain, there is no ground in space and you would be surprised at how much effort your computer uses in order to render the ground and to make your character walk along it.

    While other pointedout your assumptions being wrong, I will take on this one.

    It absolutely does not matter wheter there is some terrain or not. What mostly matters is how many polygons you have to display.

    Single station in EVE can have about 50k polygons alone. Medium sized cruiser got about 7k. You can get hundreds of people around this station and all this is coverd with multiply layers of textures.

    Terrain, that is flat with no objects and containing nothing more than edgy large blocks does not stress your video card even though it covers 97% of your screen :)

  • drbaltazardrbaltazar Member UncommonPosts: 7,856
    Originally posted by remyburke


    Another aspect besides those that others have already mentioned that cuts down on the amount of info being communicated between client and server is the fact that EVE is point and click. Using WASD for movement sends an incredible amount of steaming info, which point and click really cuts down on it.

     

    any knowledgable IT can say what the amount of data difference is between POINT AND CLIC VS WASD

    it made me wonder ,in a game of chess WASD wouldnt send lot of data.but WASD in eve!now i begin to wonder ,since

    on any week-end there is always more then a 1000 player in jita.

  • Death1942Death1942 Member UncommonPosts: 2,587
    Originally posted by Loktofeit

    Originally posted by Death1942



    That and it's quite instanced, each solar system is one instance and there is at least 500+ solar systems.  As someone pointed out earlier, Jita is the laggiest but even then it's not that bad and thats due to the fact that lot's of people are inside the station (very little rendering needed) or around the warp gates (you don't render what you can't see and each of the gates is quite far from each other, further reducing the lag).
     

     

    The solar systems of EVE are not instanced. One can argue that they seem zoned because of the gates, but they are definitely not instanced.

    BTW I am in Jita right now. There are over 1300 ships in the system and there is no lag. Awesomeness :) 

     

    instances, zones it's all the same to me.  The point is your never rendering more than 1 solar system at a time and even that is split up into little sections

    MMO wish list:

    -Changeable worlds
    -Solid non level based game
    -Sharks with lasers attached to their heads

  • GdemamiGdemami Member EpicPosts: 12,342


    Originally posted by Death1942
     
    instances, zones it's all the same to me.  The point is your never rendering more than 1 solar system at a time and even that is split up into little sections

    The difference is important here.

    Instance is a particular zone created for specific player or players. EVE is not using instances, when 2 players enter a zone, they are in the same area, can see and interact with eah other. With instancing on the other hand, you can be all in the same zone, as location, but still won't see anyone else.

    This is most often used for questing or raiding to avoid people fighting over the same mob. They are all in the same dungeon but there are multiply paralel locations running at the same time - instances.


    What you talk about is open wolrd. Yes, that is what EVE is not.

    I personaly think that open world is limiting the game.

  • cukimungacukimunga Member UncommonPosts: 2,258
    Originally posted by Comnitus


    My best guess? It's in space. Without having to load hundreds of tree, ground, building, and other textures like other MMOs, there's a lot of free server capacity that can be reserved for players. Furthermore, space's vast distances mean that most ships don't have to be rendered (unless you get very close to them or use the Look-At function). For the most part, they only exist as brackets in the Overview.
    I highly doubt a traditional fantasy game or a sci-fi game that's not based in space will ever achieve the same thing EVE does. With our current technology, anyways.

     

    Well apparently there has been 90,000 people on in the same game world in Second Life .  IDK what the actual term is but I like game world.   Fallen earth only uses one game world  as well but I  really don't know how many people play nor the max number of people on at once.

  • FusionFusion Member UncommonPosts: 1,398

    It's not instaced, but clustered and every solar system is a zone. I've heard horror stories of roughly 1000 players in the same solar system crashing the server and i don't mean the idlers and market pvp'er in Jita station, i mean like battling it out on a single solar system.

    http://neocron-game.com/ - now totally F2P no cash-shops or micro transactions at all.
  • OrphesOrphes Member UncommonPosts: 3,039
    Originally posted by drbaltazar

    Originally posted by remyburke


    Another aspect besides those that others have already mentioned that cuts down on the amount of info being communicated between client and server is the fact that EVE is point and click. Using WASD for movement sends an incredible amount of steaming info, which point and click really cuts down on it.

     

    any knowledgable IT can say what the amount of data difference is between POINT AND CLIC VS WASD

    it made me wonder ,in a game of chess WASD wouldnt send lot of data.but WASD in eve!now i begin to wonder ,since

    on any week-end there is always more then a 1000 player in jita.

     

    Ok, consider me to not be knowledgable in IT. And explain why WASD would make an incredible difference in the amount of data transfered. In a game of chess you don't move that much or frenetically, so that is not even in the discussion. ;)

    In both occations when you move both the server and clients will need to know where the opponent are.

    It just doesnt need where you start and end location is. In both occations the other clients will need to know where you in short enough intervalls to be able to target, hit or any other means of interaction at the time of interaction. The client on the other side will need to know if you stopped, gained speed, changed direction just as fast in both types.

    (Even in games that uses WASD the server is projecting your course, in  games that make it seem like the other player is rubberbanding.)

    I do need a resonable explanation on why there is an incredible difference in the amount of data sent.

    I'm so broke. I can't even pay attention.
    "You have the right not to be killed"

  • RocketeerRocketeer Member UncommonPosts: 1,303

    Also polygons and terrain and whatnot have nothing to do with it at all, cause the server doesnt have to render them. They can be a limiting factor on the clientside, but eve is hitting the brickwall serverside, not clientside.

     

    The problem can be summed up by location:

     

    1) If you have 2 people close by each other, lets call them A and B, you have to inform both of their clients the other is there and give info like what he is doing(moving, firering etc). Now if person A moves a bit, the server informs player B and vice versa(oversimplified). So if both give a single movementorder thats 2 calls going out.

     

    2) Now imagine you have three players, A B and C. If all give a single movementorder thats 6 calls going out.

     

    3) Now imagine four players, A B C D. All give a single movementorder again 12 calls.

     

    Do you see the trend? And now imagine a hundred players ... all dropping 5 drones. Thats the reason CCP cut dronecount in half and introduced a 100% damage skill, didnt solve the problem, but it helped alot. The real hardship for the server is not only to keep track of the position of everyone(it has to do that anyway), but the position of everyone in relation to everyone else he could interact with.

    So if there are 100 players shooting it out, and a single player joins them, the server has to calculate that players distance, heading etc, to all other 100 players(1 player = 100 calculations extra).

    To put it real simple, double the players involved and you more than quadruple the load on the server. Doesnt take a math genius to see that that cant be good. Btw there are dozens of other issues causing lag or limiting the number of players in a system(in jita for example there are not that many people in the same space, but many many of them accessing the market and putting stress on that), but this one is limiting the players that can be involved in a single battle.

    Edit: It could be that for technical reasons your own client has to be informed of the movement order too, which would make it alot worse(if you loose connection you cant move or fire weapons, so im inclined to believe orders have to be oked with the server first).

  • drbaltazardrbaltazar Member UncommonPosts: 7,856
    Originally posted by Death1942

    Originally posted by Loktofeit

    Originally posted by Death1942



    That and it's quite instanced, each solar system is one instance and there is at least 500+ solar systems.  As someone pointed out earlier, Jita is the laggiest but even then it's not that bad and thats due to the fact that lot's of people are inside the station (very little rendering needed) or around the warp gates (you don't render what you can't see and each of the gates is quite far from each other, further reducing the lag).
     

     

    The solar systems of EVE are not instanced. One can argue that they seem zoned because of the gates, but they are definitely not instanced.

    BTW I am in Jita right now. There are over 1300 ships in the system and there is no lag. Awesomeness :) 

     

    instances, zones it's all the same to me.  The point is your never rendering more than 1 solar system at a time and even that is split up into little sections

     

    yep but but not many game can fit 1700 player on a given map and have zero lag at the graphic quality eve is known for

    not many game hold the record for the highest number of player on a server! eve owns those!

  • drbaltazardrbaltazar Member UncommonPosts: 7,856
    Originally posted by Gdemami


     

    Originally posted by Death1942

     

    instances, zones it's all the same to me.  The point is your never rendering more than 1 solar system at a time and even that is split up into little sections

     

    The difference is important here.

    Instance is a particular zone created for specific player or players. EVE is not using instances, when 2 players enter a zone, they are in the same area, can see and interact with eah other. With instancing on the other hand, you can be all in the same zone, as location, but still won't see anyone else.

    This is most often used for questing or raiding to avoid people fighting over the same mob. They are all in the same dungeon but there are multiply paralel locations running at the same time - instances.



    What you talk about is open wolrd. Yes, that is what EVE is not.

    I personaly think that open world is limiting the game.

     

    instancing of various kind an name was uased by company for only one reason .because they are greedy not for their costumer benefit ,if game maker did anything for the customer benefit we would be all playing 64 bit game by now

    they went instancing because its the fastest way to get your 15 $ .if company did stuff for client like you say they would all have open beta  (free)they dont because it would lower sale by about 500 k

    eve is one game that think about its customer a lot more then 90% of the mmo market

    but not many think like them(sandbox)

  • NotNiceDinoNotNiceDino Member Posts: 320
    Originally posted by drbaltazar

    Originally posted by Gdemami


     

    Originally posted by Death1942

     

    instances, zones it's all the same to me.  The point is your never rendering more than 1 solar system at a time and even that is split up into little sections

     

    The difference is important here.

    Instance is a particular zone created for specific player or players. EVE is not using instances, when 2 players enter a zone, they are in the same area, can see and interact with eah other. With instancing on the other hand, you can be all in the same zone, as location, but still won't see anyone else.

    This is most often used for questing or raiding to avoid people fighting over the same mob. They are all in the same dungeon but there are multiply paralel locations running at the same time - instances.



    What you talk about is open wolrd. Yes, that is what EVE is not.

    I personaly think that open world is limiting the game.

     

    instancing of various kind an name was uased by company for only one reason .because they are greedy not for their costumer benefit ,if game maker did anything for the customer benefit we would be all playing 64 bit game by now

    they went instancing because its the fastest way to get your 15 $ .if company did stuff for client like you say they would all have open beta  (free)they dont because it would lower sale by about 500 k

    eve is one game that think about its customer a lot more then 90% of the mmo market

    but not many think like them(sandbox)



     

    Nonsence. Use of instancing is a type of gameplay, nothing more. It's based on the idea that no fantasy author ever wrote about a daring group of adventurers that went on a grand adventure only to wait in line for a hour in a cave with a 1000 other people for their turn to fight the dragon. EvE in non-instanced because it works in EvE, because EvE is fundementally a diffrent kind of game. For my part (at I thought this LONG before WoW) I always thought games like UO and EQ should instance their dungeons, because IMO, have 1000 people walk around the same dungeon waiting for bosses and treasure chest to respawn was HORRIBLY COUNTER IMMERSIVE. My point I've made million times is that ALL MMOs WHERE SANDBOX IN THE BEGINNING AND IT DIDN'T WORK!!!!! That's why it isn't done anymore. And THAT actually is what makes EvE fantastic... they took something that noone could make actually work (sandbox) and created a game in which it does work... that's fucking phenomenal! And all your actually doing with meaningless discussion of greed and who cares about their customers and who doesn't is trivialising that amazing accomplishment and making the EvE community (of which YES I'm a part) look bad.

    Active: WoW

    Semi-retired: STO

    Fully retired: UO, EQ, AC, SWG, FFXI, DDO:EU, PoTBS, AoC, EvE

    Tried: EQ2, Tabula Rasa, Auto-Assault, Isteria, LotRO, Wizard 101

    Looking forward to: Star Citizen

  • cosycosy Member UncommonPosts: 3,228
    Originally posted by SagetheRage

    .....
     

    www.superssd.com/products/ramsan-440.htm

     

    also make sure u see this video www.youtube.com/watch

    BestSigEver :P
    image

  • VagelispVagelisp Member UncommonPosts: 448

    EVE is using IBM blade technology which simply means they have many thin computers (without cases) connected together like most mmorpgs do. These thin computers are the nodes of the Cluster.

    Here is a blade:

     

     

    Here is a cluster:

     

     

    Each column has many of these nodes and every column is connected to another and the communication time between nodes is too small. Also they have high bandwidth internet connection. Each player sends a packet to the cluster. If we assume that every packet is about 1 KByte of data and we have 50,000 players then they need to process about 50,000 Kbytes (48.828125 MBytes) every time.

    Even in our small computers we have cluster technology like 2 graphic cards work together or 4 cpu cores that try to simulate the same thing. But they don't add power together. For example 4 2.4 GHZ cpus doesn't mean that you may have a 4*2.4 CPU power. They just do load balancing and then they output the result to us in a way we think that it was output by a single processor. It's the duty of a programmer to take advantage of such power but unfortunatelly very few programs do so.

    All of the above are implemented using a special version of Python Language called Stackless Python. The question is why other mmorpgs don't do so. It's a matter of price and skills. EVE is the most massive mmorpg ever created.

     

  • OrphesOrphes Member UncommonPosts: 3,039
    Originally posted by drbaltazar 
    instancing of various kind an name was uased by company for only one reason .because they are greedy not for their costumer benefit ,if game maker did anything for the customer benefit we would be all playing 64 bit game by now


     

    C'mon you are not having whatever gigahertz... in your computer because of Microsoft Word.

    Games have been the largest driving force when it comes to home computer capacity.

    To simplify it. Now when we see more and more games to dedicated machines, like Xbox, you see this kind of computer surfacing.

    http://event.asus.com/eeepc/microsites/eeebox/en/

    And other peoples are connecting their netbooks to large monitors... and those are satisfied with the performance.

    Shure the gamemaker would be all over 64bit by now if it would be worth it. But with all piracy and stuff infecting the market amongst other reasons perhaps. 64bit games on pc will be preceded by 64bit games on consoles or similar.

    Oh, yeah, as mentioned. Instancing is done for the benefit of us the players.

     

    I'm so broke. I can't even pay attention.
    "You have the right not to be killed"

  • NotNiceDinoNotNiceDino Member Posts: 320
    Originally posted by batolemaeus


     

    Originally posted by NotNiceDino

    Nonsence. Use of instancing is a type of gameplay, nothing more. It's based on the idea that no fantasy author ever wrote about a daring group of adventurers that went on a grand adventure only to wait in line for a hour in a cave with a 1000 other people for their turn to fight the dragon. EvE in non-instanced because it works in EvE, because EvE is fundementally a diffrent kind of game. For my part (at I thought this LONG before WoW) I always thought games like UO and EQ should instance their dungeons, because IMO, have 1000 people walk around the same dungeon waiting for bosses and treasure chest to respawn was HORRIBLY COUNTER IMMERSIVE. My point I've made million times is that ALL MMOs WHERE SANDBOX IN THE BEGINNING AND IT DIDN'T WORK!!!!! That's why it isn't done anymore. And THAT actually is what makes EvE fantastic... they took something that noone could make actually work (sandbox) and created a game in which it does work... that's fucking phenomenal! And all your actually doing with meaningless discussion of greed and who cares about their customers and who doesn't is trivialising that amazing accomplishment and making the EvE community (of which YES I'm a part) look bad.

     



    This pile of nonsensical bullshit should be preserved, framed in, and nailed to the front page as a demonstration of how not to do it.

    I don't even know where to start..there is so much wrong, misinformed, incoherent babble in there..



     

    Yeah, the truth hurts sometimes.

    Active: WoW

    Semi-retired: STO

    Fully retired: UO, EQ, AC, SWG, FFXI, DDO:EU, PoTBS, AoC, EvE

    Tried: EQ2, Tabula Rasa, Auto-Assault, Isteria, LotRO, Wizard 101

    Looking forward to: Star Citizen

  • qazymanqazyman Member Posts: 1,785
    Originally posted by NotNiceDino

    Originally posted by batolemaeus


     

    Originally posted by NotNiceDino

    Nonsence. Use of instancing is a type of gameplay, nothing more. It's based on the idea that no fantasy author ever wrote about a daring group of adventurers that went on a grand adventure only to wait in line for a hour in a cave with a 1000 other people for their turn to fight the dragon. EvE in non-instanced because it works in EvE, because EvE is fundementally a diffrent kind of game. For my part (at I thought this LONG before WoW) I always thought games like UO and EQ should instance their dungeons, because IMO, have 1000 people walk around the same dungeon waiting for bosses and treasure chest to respawn was HORRIBLY COUNTER IMMERSIVE. My point I've made million times is that ALL MMOs WHERE SANDBOX IN THE BEGINNING AND IT DIDN'T WORK!!!!! That's why it isn't done anymore. And THAT actually is what makes EvE fantastic... they took something that noone could make actually work (sandbox) and created a game in which it does work... that's fucking phenomenal! And all your actually doing with meaningless discussion of greed and who cares about their customers and who doesn't is trivialising that amazing accomplishment and making the EvE community (of which YES I'm a part) look bad.

     



    This pile of nonsensical bullshit should be preserved, framed in, and nailed to the front page as a demonstration of how not to do it.

    I don't even know where to start..there is so much wrong, misinformed, incoherent babble in there..



     

    Yeah, the truth hurts sometimes.



     

    This is true but other times people just say stuff that really stupid. I find that allot of capital letters are usually a dead give away.

  • cosycosy Member UncommonPosts: 3,228

    i by instance understand a copy of game world for each group of players like battlegrounds in wow or scenario in warhammer, many newbs think loading bar=instance that is called zone in old mmo's

    but on most of old mmo when u "zone" your pc load all the zone (usually a dungeon) but in eve you dont have that because you still have to load a grid

    BestSigEver :P
    image

  • KyleranKyleran Member LegendaryPosts: 44,060

    Magic, Technology, Divine Province, doesn't matter how CCP does it, just glad that EVE works the way it does.

     

    "True friends stab you in the front." | Oscar Wilde 

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    Just trying to live long enough to play a new, released MMORPG, playing New Worlds atm

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  • drago_pldrago_pl Member Posts: 384

    Magic dust powered hamsters.
    Working fine.

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