dear list,

we have been successfully testing red5 for a while running a multiplayer
game. we are now planning to go online (thus hoping it will work...). as
for now, we have been testing on a ubuntu linux machine with a 2 GHz
processor and 2 GB memory which has worked fine for game testing with a
maximum of 30 users concurrently connected to the same application(and
the same room).  does somebody have experience with adapting the server
setup for a maximum of 700 concurrent connections (200 concurrent
connections is more realistic though, but we have to scale for
worst-case)? the mulitplayer game's architecture is similar to that of 
a chat, supporting different types of communication (1-1, 1-n and 1-all)
with two rather small-sized shared objects per user (one for incoming
and one for outgoing communication).

I have been thinking of a server with several processors (each 2-2.5 GHz
and maybe 4-6 processors) and a large common shared memory of about 4 GB
per processor (16-24 GB). of course, the incoming incoming connections
need to be dispatched to a processor, but as the connections remain
persistent once they have been initiated, this should (hopefully) not be
a major problem. could anyone tell me what could be realistic estimates
of memory and cpu usage and how to scale this type of a setup? do you
have experience with handling 700 concurrent connections on red5? do you
believe it is possible at all?

please help! :)

thanks,
muriel



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