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Concerns Regarding UE4 and Server Capacity / Concurrent Players

Hello,
The game looks beautiful for the progress they've put into it, there's no doubt about that, and it's something inherent with Unreal Engine 4. My concern, however, is that we have yet to see a game utilize UE4 and be an actual MMO in the form I think we're all expecting AoC to be. I know that everyone’s definition of MMO is different, but the multiplayer games we have seen this engine produce include: Ark, Conan Exiles, Paragon, Dreadnought, PUBG. They’re all <~250 players per server, and even some who had large amounts of funding have been known to have network/net code issues. I’m sure this is a significant hurdle that the dev team is well aware of, but I’m interested in hearing the community’s take. If they were unable to overcome this issue, would you be alright with (lower than the norm) server populations? Are you confident with this team’s ability, given the funding they have, to overcome this and deliver an MMO with large server populations? And finally, what would be the minimum server capacity you would accept for Ashes of Creation?

Comments

  • 1. Concurrent users expectation is 10,000.
    <img src="https://i.gyazo.com/d681b0e944567110f3e93563da8f80c6.png" alt="" />

    2. UE4 is the graphics only. They're doing a custom backend and looking at (Google?) for cloud/server services.
    <img src="https://i.gyazo.com/0df35819ded15c04ce130dbc11ab9680.png" alt="" />

    [quote]Will UE4 be able to sustain more than 100 people battles?
    Out of the box, UE4 is not designed to sustain 100 people battles. We however, are building a proprietary backend to support our networking needs and multiplayer mechanics. The great thing about UE4 is it's graphical fidelity and front end, to get an environment up and running and looking beautiful. Coupled with the ability to access the engine's source code, and adapt the parts we need to adapt.[/quote]
  • Seems like a slam dunk to me, although I suppose it is not easy to write good networking code for an MMO. I'm a programmer and my mind boggles at it, though I have not done any networking code myself.
  • The question you should ask is if UE4 can handle 100s of players on screen. THEN worry about networking.

    Let's assume you have 200 players in close quarters melee combat meaning they are at full LOD and let's assume a full LOD budget of a character and gear is 15k. That's 3M polys for just characters. Add the landscape and all the VFX (because they look like they are going for high fantasy which equals lots of spell particles, trails and so on) and you might be in over your head already.

    This would take all of a half a day to prototype and get some benchmarks to determine viability.
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