as part of another thread I made the vague and not fully considered propsal of a 'headless' gaming client that could be 'hired' in a cloud service, such as Amazon, that could run on 'BIG' hardware with reliable connection quality and hence provide a much larger instance size capability and quality..
thought it might be worth posting here for further discussion
https://forums.frontier.co.uk/showthread.php?t=117164&page=7
"slightly off topic, but one assumes that the limited instancing is down to the mixed bag of frogs that is 'everyones' PC's and networking connections, very hard to determine the actual capabilities of them for a gaming session and impossible to manage - so P2P is, without doubt, the root cause of all evil when it comes to multiplayer. It does mean no one has to pay for a lot of gaming servers though.
Anyway, FD could look to the future of this and think about a 'headless' client that could run in, say, Amazon's cloud.
This would be FD preconfigured 'client' servers that you could buy by the hour (like an AWS service), they would be big enough to allow for much greater instance sizes and as they in effect create the 'big single central server' model but do it by just utilising a slightly modified client game, the development between here and there may actually not be too big.
Im not sure of the 'client' constraints, 32bit is one but I suspect (I hope) FD have written it as a 64bit client and it would be easy to switch, it would still be windows based and single server (as opposed to being able run pver multiple servers ina cluster), but that still means memory, number of cores and connection quality can be vastly bigger and in theory (maybe AWS is a bad example service) more reliable.
just a thought "
thought it might be worth posting here for further discussion
https://forums.frontier.co.uk/showthread.php?t=117164&page=7
"slightly off topic, but one assumes that the limited instancing is down to the mixed bag of frogs that is 'everyones' PC's and networking connections, very hard to determine the actual capabilities of them for a gaming session and impossible to manage - so P2P is, without doubt, the root cause of all evil when it comes to multiplayer. It does mean no one has to pay for a lot of gaming servers though.
Anyway, FD could look to the future of this and think about a 'headless' client that could run in, say, Amazon's cloud.
This would be FD preconfigured 'client' servers that you could buy by the hour (like an AWS service), they would be big enough to allow for much greater instance sizes and as they in effect create the 'big single central server' model but do it by just utilising a slightly modified client game, the development between here and there may actually not be too big.
Im not sure of the 'client' constraints, 32bit is one but I suspect (I hope) FD have written it as a 64bit client and it would be easy to switch, it would still be windows based and single server (as opposed to being able run pver multiple servers ina cluster), but that still means memory, number of cores and connection quality can be vastly bigger and in theory (maybe AWS is a bad example service) more reliable.
just a thought "