Engine: UE5
Our game has the concept of lobbies in towns & outposts where many players (~100) outside of a party will be running around doing town related tasks, crafting etc
I am trying to plan out playfab server deployment and scaling.
I am looking for feedback on the approaches below.
game scenario 2 towns that can hold 100 players in a instance. An instance is a UE5 dedicated server
Hosting & Scaling Specific Towns
I am thinking that having a build with params configured to make the dedicated server run x town. This would allow me to poll the deployed servers in a build/region to determine if the player count allows for scaling up or down via programmatic scaling api
So the scenario would look like 2 builds each with town specific config to allow for scaling each town separately.
Players joining persistent towns
Players joining from an outside server/map would run through the town entrance and perform a travel operation to town a. What I am thinking to figure out what town instance to join would be executing a cloud function to poll relevant region town specific build servers to figure out which session id/info should be returned to direct the client to connect to proper session.
Other option
I had thought it might be worth using the matchmaking/queue but I am not thinking the response time will be quick enough.
I understand this may be a more unique setup and am very much open to feedback on the approach.