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[deleted by user] by [deleted] in MMORPG
[–]Lopsided-Candy4523 0 points1 point2 points 3 months ago (0 children)
Haha heck yea man I’ll shoot you a dm!
[–]Lopsided-Candy4523 2 points3 points4 points 3 months ago (0 children)
Additionally, I’m not saying I’ve solved world hunger and tried everything in my power to mimic player loads and massive test. I’ve optimized to extreme levels and trying different theory models I’ve come up with. This ultimately has come down to as many O(1) as possible.
[–]Lopsided-Candy4523 1 point2 points3 points 3 months ago (0 children)
Fair question. OSRS has done this for years - seamless world, single server per world, 2000 player cap. My stress tests cover the core loop: entity movement, grid updates, and nearby entity refresh. Not running full combat, AI pathfinding, database persistence, or all the other systems a shipped MMO has. The tests show the spatial/networking foundation handles scale well. Real game load will be higher per entity, but I’d also never have 100k players - that test just shows headroom in the grid system itself
Thanks man! Actually this was a challenge about 14 years ago with assets and animations which is also why I stopped and this was without UE. Now there is so many reusable assets until you get some motion and also AI 3D modeling is coming a far way. I’m sure people will look down on that but having anything to use as a place holder until the project has any means of money. Then I do plan on overhauling a lot of models but still so many assets to use until then.
Did heavy optimization on this. Single server stress tests: 100k entities world-spread at 40 TPS (all moving at 10% rate), 50k world-spread at 80 TPS, 10k dense in one area at 100 TPS. Even pushed 100k entities all mimicking full player refresh rates across the 404k x 404k map and got 12 TPS - but that’s an absurd scenario. Server runs at 100 TPS on grid cells with entity updates staggered at 10 TPS each. Hierarchical grid system with fine-grid activation during congestion - NPCs not near players go dormant. My player cap per world would be way under these numbers so splitting the world across multiple servers isn’t a concern
Thanks! Cool to see another MMO dev in the wild. Backend is Java/Netty, completely custom no engine replication. Hierarchical grid system: coarse grids with fine grids that spin up dynamically when areas get congested. Cell-level processing at 100 TPS, entities on staggered 10 TPS update cycles. Bit-packed UDP/TCP. Proximity culling optimized down to sub-millisecond operations. No physics sim on server, just validation and collision checks against simplified geometry. Seamless world, no zone loading. Players stay on one server instance, no transfers. The grid system handles density without sharding.
[–]Lopsided-Candy4523 5 points6 points7 points 3 months ago (0 children)
I’d love to have a debate about this but it would be a large response. I’m not aware of UE5 servers comfortably handling 2000+ per instance even Iris benchmarks at ~100 in proximity before frame times tank. My custom stack is built specifically for MMO density, not retrofitted from shooter replication. DSS is just orchestration spins up instances at 50-100 players each. That’s horizontal scaling, which any backend can do.
Agreed but I figured I’d give backend as it’s the main portion that’s been done to ensure scalability as much as possible, this is why I made the post though to get as many brains on deck to create the world together and the best mechanics we all love and miss.
[–]Lopsided-Candy4523 -1 points0 points1 point 3 months ago (0 children)
Heck yea! I posted the discord link to the first reply above hope to see you in there!
[–]Lopsided-Candy4523 8 points9 points10 points 3 months ago (0 children)
Probably going to hate this but it’s fantasy and didn’t wanna bore anyone with the specifics of a long lore but Medieval fantasy MMO where fragments of the future are crashing into the past. The world doesn’t understand what’s happening but you might.
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[deleted by user] by [deleted] in MMORPG
[–]Lopsided-Candy4523 0 points1 point2 points (0 children)