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10672: Re: [MUD-Dev] memory and speed
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From: Petri Virkkula <pvirkkul@iki.fi>
Newsgroups: nu.kanga.list.mud-dev
Date: Fri, 11 Jun 1999 23:35:55 +0300 (EEST)
References: [1] [2] <-newest
Organization: Kanga.Nu
>>>>> "Miroslav" == Miroslav Silovic <silovic@zesoi.fer.hr> writes:
Miroslav> Thus it stands to reason that if your playerbase is large, certain
Miroslav> aspects of VR (such as rooms, exits etc) should be coded in C. That
Miroslav> sacrifices flexibility, but... lag is no#1 most popular way of losing
Miroslav> players.
In my experience lag does not cause players to stop playing
your mud. Below is history of machines BatMUD has been running
on:
Years Machine RAM CPU Memory Peak
Usage Players
==========================================================================
1990-199? Sony NWS-1530 16M Motorola 68030? 5M? 10
199?-1991 Sony NWS-1530 12M Motorola 68030? 5M? 10-20
1991-1991 ? ? ? 11M 30-40?
1991-1992 Sun SS 2 56M Sparc something 15M? 60?
1992-1993 Sun SS 2 64M Sparc something 18M? 70?
1993-1994 Sparc Classic 96M Sparc something 50M? 80?
1994-1995 SS10/51 clone 160M SuperSparc 50MHz 90M? 120?
1995-1997 SS10/71 clone 160M SuperSparcII 75MHz 110M 160?
1997-1998 Sun Ultra 2 clone 320M UltraSPARC 200MHz 150M 240
1998-1999 Sun Ultra 60 1280M 2*UltraSPARC 360MHz 200M 290
1999- Sun Ultra 60 768M 2*UltraSPARC 360MHz 220M 310
During 1997 when we were switching to the faster machine, we
had set our player limit to 120, but still got additional 40
players in our incoming player queue. Players spent over 60
minutes in the queue before they were allowed to play, they
are allowed only use our chat channel while being in the
queue. So our peak player count was not affected by lag, in
fact players were willing to wait long times for their turn to
play.
Similarily during 1998 we had 240 online players PLUS 20-40
players on queue. Wait time in the queue was usually over 40
minutes.
Peak player count raised immediately with the Ultra 60 to near
300. But because our machine was very unstable, we started to
loose players. Peak player count dropped to near 250. Then our
machine was fixed by Sun, and we changed 1024MB unnamed memory
to 512MB Sun's memory (memory sold by Sun has higher price tag
on it).
Now that the machine is stable again, our peak player count is
over 300 again, though due the summer it dropped dramatically
again. I expect to see around 340 simultanous online players
after the summer in BatMUD.
Petri
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