Welp, since you beat me to it I'll just drop my usual TL;DW here.
Guests:
- Ivan Corbett, Producer II
- Benoit Beausjour, Chief Technology Officer
- Jordan Wood, Network Programmer III
TL;DW:
- Server meshing is tested with players because they break stuff.
- High player limits (500+) help figure out bottlenecks.
- Replication Message Queue is one of the results of those high capacity tests.
- RMQ fixed initial problems but revealed a bunch of new ones with high latency and packet losses.
- Lack of paralliziation was another problem not found until RMQ made it in.
- Entity synchronization (binding) also had to be optimized (example provided talks about 3 million entities per shard after a week of running a server).
- Current hope is to improve the network performance 10x or more and find the next set of bottlenecks.