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Participant
May 21, 2008
Question

FMS3 as multiplayer game server

  • May 21, 2008
  • 2 replies
  • 301 views
Hi Guys,

I'm busy looking for stats on how many connections / users FMS Interactive server can take. We are planning a multiplayer chat / gaming environment based on flash technology.

All stats that i've found so far talk about streaming video limits, not gaming terms. Is there a rough ballpark on how many concurrent users I can expect from a server? 500 / 1000 / 3000 ??? (servers are dedicated by the way, all database / files etc will be elsewhere).

We are also looking at going down the origin + 2 edge servers as an initial setup. What result would this have on number of connections? i.e would each server add less connections in edge mode than it would if it were a standalone server?

I realise that a lot of this is down to how our app is built but some theoretical knowledge would be very handy... we are aiming for a 10k concurrent user setup.

Many thanks for any information

p.s. we have specs for a quad core, 2Gb RAM, running RedHat ES4 - i know this will make a big difference too
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    2 replies

    Participating Frequently
    May 21, 2008
    Ram is cheap, go for 4 Gb, it will serve you well. 10K might be a bit ambitious for one server; and I would recommend rhel5 over rhel4 due to all the tcp changes that were put in the newer kernels. I just ran a quick connection test (no streaming, no use of shared objects, or anything at all-- so basically they connect and just sit there,) and was able to get 3950 connections until the client machine (windows XP ) crapped out and couldn't make any more. However, the FMS3 server (rhel5, 4Gb ram, dual quad core 3ghz) handled it pretty gracefully... cpu_usage was always less than 2% (again the client netconnection wasn't doing anything), so that is a pretty good sign. I would be interested to see some reports of folks actually doing something on the sockets though, and how the server fared.
    Martz256Author
    Participant
    May 22, 2008
    Thanks for the info techeye, much appreciated.

    I was aiming at an edge / origin setup as i thought that this would spread the load but as i look into it it sounds like maybe it wouldn't help too much... due to the fact that all remote objects still need to reside on the origin.

    It looks like for any expansion i would need to go for the more complicated clustering scenario. Can anyone point me in the right direction to get details on this?

    cheers