Is it realistic at this time in the near future (aka within 5-10 years) that we could see 1000 players in a single match of Fortnite or Battlefield? What is holding this back? People's machines or the infrastructure of most countries?

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  • microprocessor-trend-data

    Data repository for my blog series on microprocessor trend data.

  • I'm not familiar with how Battlefield servers are run, but I’m going to assume they are single-core processes. That’s what most game servers I’m familiar are, anyways. Two of the most important attributes of a CPU are its clock rate (the number of clock cycles per second, which is a measurement of how quickly one core can execute instructions) and its thread count (i.e. how many different processes can be executing on the CPU at the exact same time). Over the past decade, CPUs haven't gotten much faster in terms of clock rate. Instead, they've been optimized to add more cores, so that the CPU can do more tasks at once. This means that game servers haven’t been able to fully enjoy most of the improvements to CPU performance over the past decade. More on this here. This isn’t to say single core processes have been completely left behind – advances in instruction-level parallelism such as AVX 512 can certainly benefit game servers if they are leveraged correctly.

  • InfluxDB

    Power Real-Time Data Analytics at Scale. Get real-time insights from all types of time series data with InfluxDB. Ingest, query, and analyze billions of data points in real-time with unbounded cardinality.

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