Quote:Original post by NateDog
I'm a novice, but I'll share my experiences FWIW...
We crashed and burned on our first attempt at an MMO where the server was sending 5 updates per second and the update size varied quite a bit but was generally in the range of about 1k raw data (but wrapped in xml) per update. The bandwidth use per user combined with the high percentage of total active players connected concurrently at peak times made for a situation we just couldn't sustain. I believe it was about 800 users where our dedicated 100mbit pipe was saturated...
That makes sense-- 800 users x 5 updates per second x 1000 bytes raw x 8 bits per byte = 32 megabits. Add in the xml and network overhead and I can see how you would run out of headroom.
But 800 users per server seems pretty good. Why did you consider this "crash and burn"?