Oh no, it is average. I am sorry , i did not mention that Average was calculated PeakUsage+MinimumUsage/PeriodOfUsage
it is not that 500 users are always per hour, in real game scenario there are peak times within a hour, so it means there can be 500 users making simultaneous move, and there could be a surge of 500 inserts in an instant , and if there are 4000 users logged in the figure could be 4000 inserts in a millisecond. and at LowTide when there are 100 users, the number could be as low as 10 insert / ms thanks
> Date: Sat, 13 Oct 2012 10:18:28 -0600 > Subject: Re: Improve MMO Game Performance > From: scott.marlowe@xxxxxxxxx > To: arvindps@xxxxxxxxxxx > CC: pgsql-general@xxxxxxxxxxxxxx; laurenz.albe@xxxxxxxxxx > > On Sat, Oct 13, 2012 at 5:52 AM, Arvind Singh <arvindps@xxxxxxxxxxx> wrote: > > we are all aware of the popular trend of MMO games. where players face each > > other live. > > > > My area of concern, is storage of player moves and game results. > > Using Csharp and PostgreSql > > The game client is browser based ASP.NET and calls Csharp functions for all > > database related processing > > > > > > To understand my query, please consider the following scenario > > we store game progress in a postgres table. > > A tournament starts with four players and following activity > > > > Each player starts with 100hitpoints > > player 1 makes a strike (we refer to a chart to convert blows to hitpoints > > with random-range %) > > player 2 has 92HP, and returns a light blow, so player1 has 98hp > > > > The above two round will now be in Game Progress Table, as > > > > ROW Player1HP Player2HP Strikefrom StrikeTo ReturnStrikeHP Round TimeStamp > > StrikeMethod > > 1 100 100 0 0 0 0 > > 2 98 92 P1 P2 2 1 > > > > There is a tremendous flow of sql queries, > > > > There are average/minimum 100 tournaments online per 12 minutes or 500 > > players / hour > > In Game Progress table, We are storing each player move > > a 12 round tourament of 4 player there can be 48 records > > plus around same number for spells or special items > > a total of 96 per tourament or 48000 record inserts per hour (500 > > players/hour) > > That's only about 13 inserts per second, and if you're batching them > up in transactions then you could easily be doing only one insert per > second or so. My laptop could handle that load easily. |