question

Adnan Shaukat avatar image
Adnan Shaukat asked

Best practice for 1 vs 1 server scaling with matchmaking to reduce resources and server cost

There is a limit of 60 server instances on a single machine. Suppose a game which has 1 vs 1 battles, how would you scale this? for example If you have a million daily active users [and this is nothing compared to Pokémon Go DAUs = 79,270,880 DAUs] and say you have half million battles going on at the same time. You would need 8333 VMs because of 60 server instances Limit. We cannot set that much VMs manually. and only setting up isn't the issue here. It would cost alot as well

I am currently using 2 servers on standby with matchmaking for development. I would like to know how to optimize this scaling if the game goes live. because right now when matchmaking ticket is matched a server instance from standby servers is provided keeping server pool on standby is not efficient for 1 vs 1 matches. Takes the whole server instance for just 2 players. Not cost efficient too

Matchmaking
10 |1200

Up to 2 attachments (including images) can be used with a maximum of 512.0 KiB each and 1.0 MiB total.

1 Answer

·
Neils Shi avatar image
Neils Shi answered

PlayFab Multiplayer Servers provide the functionality “Dynamic Standby” which can automatically scale enhancement that monitors standby server threshold levels and dynamically activates increased provisioning of game servers to meet demand at scale. It enables you to follow the demand curve for your player traffic, reducing the need to manually provision multiplayer server capacity in advance. For more info, please refer to Dynamic Standby - PlayFab | Microsoft Learn.

10 |1200

Up to 2 attachments (including images) can be used with a maximum of 512.0 KiB each and 1.0 MiB total.

Write an Answer

Hint: Notify or tag a user in this post by typing @username.

Up to 2 attachments (including images) can be used with a maximum of 512.0 KiB each and 1.0 MiB total.