Hi all.
So here's my situation. I was hoping to get some feedback as to whether what I'm trying to do is even possible, as I can't find info on it elsewhere (only found this thread which seems relevant, but no useful info).
I'm working on this small multiplayer game. The game itself is 1v1, a chess sort of game. There are two players, and the chess pieces are abilities that the players can use, so it's a real-time chess game basically. So I know for a fact that each game will only have 2 players in it. This works fine on a small scale. The problem comes when I want to be able to support a larger number of players.
Since each server only runs 1 game, I find that I have to run multiple servers to support multiple concurrent games. As you can imagine this adds up rather quickly. Even at just 100 players playing at the same time, that's 50 instances of the server. I'm worried about memory issues in the future with this.
What I'm wondering is if there is any way to have each server run multiple copies of the game?
I know that in regular FPS-type unreal games, the server can do 32, even 64, players in the same game. So it seems like a waste to me to run it with just 2 players each time.
Anyone have any idea? Or if this is even possible with Unreal?
I'm also curious on how this is handled in the bigger games. Like say Gears of War, or Borderlands and those. So any time anyone out there wants to play with his friends, they start a new instance of the server somewhere out there even for just 2 people? Wouldn't that mean that there could potentially be hundreds of copies of the server instanced at once?
So here's my situation. I was hoping to get some feedback as to whether what I'm trying to do is even possible, as I can't find info on it elsewhere (only found this thread which seems relevant, but no useful info).
I'm working on this small multiplayer game. The game itself is 1v1, a chess sort of game. There are two players, and the chess pieces are abilities that the players can use, so it's a real-time chess game basically. So I know for a fact that each game will only have 2 players in it. This works fine on a small scale. The problem comes when I want to be able to support a larger number of players.
Since each server only runs 1 game, I find that I have to run multiple servers to support multiple concurrent games. As you can imagine this adds up rather quickly. Even at just 100 players playing at the same time, that's 50 instances of the server. I'm worried about memory issues in the future with this.
What I'm wondering is if there is any way to have each server run multiple copies of the game?
I know that in regular FPS-type unreal games, the server can do 32, even 64, players in the same game. So it seems like a waste to me to run it with just 2 players each time.
Anyone have any idea? Or if this is even possible with Unreal?
I'm also curious on how this is handled in the bigger games. Like say Gears of War, or Borderlands and those. So any time anyone out there wants to play with his friends, they start a new instance of the server somewhere out there even for just 2 people? Wouldn't that mean that there could potentially be hundreds of copies of the server instanced at once?
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