4/26/2023 0 Comments Telemetry rad game tools![]() ![]() With over 400,000 players now inhabiting the same world and a typically weekly peak concurrency of over 50,000 characters, CCP has been forced to develop some big guns in the war on lag. While funding research into Python's Stackless IO and constantly optimising code, CCP built the biggest supercomputer in the games industry to house New Eden's growing population. Holding on to that core ideal that's made EVE the successful sandbox game it is today, developers have pursued every avenue in the fight against lag. Server upgrades suddenly didn't cut it any more, and lag began to set in during large fleet battles.Įver since then, CCP has waged a largely unseen war against the impossibility of keeping all of EVE's players in one single-shard universe. 2005 saw EVE's subscriber numbers explode from just over 50,000 to around 100,000 players. ![]() As the number of subscribers rose, the size of the average PvP fleet increased and CCP upgraded the EVE server to handle the additional load. Players would often come together to trade or make war, but the server generally kept up with the action. With around 5,000 solar systems for players to explore, those players spread themselves throughout the galaxy rather than gathering in one place. When EVE Online launched back in 2003, it quickly gained a following of over 40,000 subscribing players.
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