070703 / Cost of Bandwidth previous | next One obvious cost to factor into any online game is the cost of network bandwidth and hosting. - Cost of network bandwidth (dedicated server) is about $0.25/GB/month.
In terms of handling peak bandwidth. - One dedicated server peak bandwidth flows through a 100Mbps ethernet card.
- So peak bandwidth is 12.5 MB/s.
- Which is 204,800 packets/s of minimum sized UDP packets.
- Which is 10K cycles/packet on a 2GHz server.
- BOTTOM LINE, one server can handle peak bandwidth.
In terms of average bandwidth. - Average bandwidth has to be well under peak levels (2% to 10%).
- Typical starting bandwidth is 640 GB/month (for $150/month).
- This is an average of 250 KB/s.
- Typical maximum bandwidth for one server is 3840 GB/month (for $775/month).
- This is an average of 1503 KB/s.
Given a server centric model (all traffic goes through server), taking in consideration a 1/9 online time factor (players only play 11% of the time), and a full 128 Kbps constant network connection, the maximum bandwidth case could only support 845 players, and would cost about $1/player/month for bandwidth. BOTTOM LINE, server centric model cannot support a large number of high bandwidth connections. Most current online FPS (first person shooter) games use server centric model with high bandwidth connections, and thus have a very limited number of players per server, which can be seen in the max players/server chart on GameSpy. The FPS genre doesn't fit well with the MMOG (massively multiplayer online game) model, since they are limited usually to 16-64 players interacting at one time. The limitations of central server bandwidth is sure to be a factor in why a majority of MMOGs are RPGs (roll playing games), due to RPGs needing only a very low bandwidth connection to the players. Atom however is going to have FPS interactivity with MMOG numbers of players, so a mix of P2P (peer to peer) and server centric network models is the only option. | Atom ©2009-2007 Timothy Farrar Latest Blog Entries 090407 . dxt tip 090320 . gdc 2009 090318 . re-attachable code 090311 . atom tri soup 090305 . voxels 090219 . r600 090218 . arm vfp 090212 . iphone atom 090208 . iphone 090207 . kz2 ii 090129 . gt3xx speculation 090121 . killzone 2 090110 . hole filling 090108 . structure synth 090105 . nv gpu prg + tes 081230 . gl3 textures 081224 . larrabee 081223 . 3d ifs art 081219 . gl3 driver 081218 . reprojection 2 081217 . reprojection 081216 . pc gpu stats 081209 . opencl 081115 . r2 081106 . arm vfp11 081102 . gl3 on linux 081030 . p r d a 081020 . temporal binned ring buffer 081014 . octahedron map 081010 . temporal locality 081008 . future hardware 080926 . changed email 080918 . general purpose 080826 . olick paper 080814 . otoy, braid 080813 . opengl 3 II 080811 . opengl 3 080806 . random stuff 080718 . nv perf kit 080709 . antialiasing 080704 . micro polys II 080628 . micro polys 080524 . triangles 080426 . parallel II 080319 . beyond the vacuum 080223 . human head + parallel 080114 . xp install
Index 000000 . index
Graphics 090311 . atom tri soup 090110 . hole filling 081218 . reprojection 2 081217 . reprojection 081209 . opencl 081014 . octahedron map 081010 . temporal locality 080709 . antialiasing 080704 . micro polys II 080628 . micro polys 080524 . triangles 080319 . beyond the vacuum 071130 . GPU only 071121 . deferred 3 071116 . deferred 2 071103 . random shots 071025 . motion cards 071018 . cubemap concepts 071015 . drawing reverse II 070926 . drawing in reverse 070822 . new pipeline progress 070819 . high dynamic range 070817 . video update 070810 . engine lighting 070809 . engine videos 070731 . screen shots 070713 . micro impostors 070711 . infinite LOD 070710 . graphics engine intro
Interaction 071204 . GPU only 2 071018 . cubemap concepts 070816 . CFD videos 070730 . CFD code 070715 . self healing
Networking 070708 . breaking firewalls 070707 . management servers 070706 . 510 players / 128Kbps 070705 . UDP player bandwidth 070704 . network latency 070703 . cost of bandwidth
Sound 070709 . 3D audio / KEMAR
Language 090318 . re-attachable code 081030 . p r d a 070921 . assembler in atom4th 070919 . editor working 070915 . chicken and egg 070912 . font making 070910 . 2 4th | !2 4th
Elsewhere andrew selle adrian crook alex champandard angelo pesce aras pranckevicius brian karis cedrick collomb christer ericson chris hecker craig reynolds dave moore david lenihan ignacio castano jeremy shopf jonas risbrandt ke-sen huang marco salvi mikael christensen mike acton mingw naty hoffman nick porcino oss pete shirley pierre terdiman pixar papers realtime rendering ron fedkiw tom forsyth vincent scheib wolfgang engel All Blog Entries 090407 . dxt tip 090320 . gdc 2009 090318 . re-attachable code 090311 . atom tri soup 090305 . voxels 090219 . r600 090218 . arm vfp 090212 . iphone atom 090208 . iphone 090207 . kz2 ii 090129 . gt3xx speculation 090121 . killzone 2 090110 . hole filling 090108 . structure synth 090105 . nv gpu prg + tes 081230 . gl3 textures 081224 . larrabee 081223 . 3d ifs art 081219 . gl3 driver 081218 . reprojection 2 081217 . reprojection 081216 . pc gpu stats 081209 . opencl 081115 . r2 081106 . arm vfp11 081102 . gl3 on linux 081030 . p r d a 081020 . temporal binned ring buffer 081014 . octahedron map 081010 . temporal locality 081008 . future hardware 080926 . changed email 080918 . general purpose 080826 . olick paper 080814 . otoy, braid 080813 . opengl 3 II 080811 . opengl 3 080806 . random stuff 080718 . nv perf kit 080709 . antialiasing 080704 . micro polys II 080628 . micro polys 080524 . triangles 080426 . parallel II 080319 . beyond the vacuum 080223 . human head + parallel 080114 . xp install 080108 . 2008 071207 . G84 071204 . GPU only 2 071130 . GPU only 071126 . opt+more 071121 . deferred 3 071116 . deferred 2 071115 . critic 2 071112 . critic 071108 . GPU assembly 2 071104 . GPU assembly 071103 . random shots 071031 . cubemap seams 071026 . transform feedback 071025 . motion cards 071024 . GS woes 071019 . cubemap woes 071015 . drawing reverse II 070930 . porting to sm3.0? 070926 . drawing in reverse 070921 . assembler in atom4th 070919 . editor working 070915 . chicken and egg 070912 . font making 070910 . 2 4th | !2 4th 070822 . new pipeline progress 070819 . high dynamic range 070818 . DFES 070817 . video update 070816 . CFD videos 070810 . engine lighting 070809 . engine videos 070731 . screen shots 070730 . CFD code 070715 . self healing 070713 . micro impostors 070712 . fragment raytracer 070711 . infinite LOD 070710 . graphics engine intro 070709 . 3D audio / KEMAR 070708 . breaking firewalls 070707 . management servers 070706 . 510 players / 128Kbps 070705 . UDP player bandwidth 070704 . network latency 070703 . cost of bandwidth 070702 . market research
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