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PikkoTekk FPS Supports 1K Simultaneous Players

By - Source: Rock Paper Shotgun | B 32 comments

This upcoming FPS will use server load balancing software across 6 cell servers, offering a seamless battlefield for up to 1000 players.

Swedish network technology company PikkoTekk is trying to set a world record by creating a first-person shooter that can support up to 1000 players on one map. As seen in this video, the game will be playable in a browser and feature two teams: Tanks vs. Robots.

"About one year ago, we were talking with CCP and we came up with this idea that if we made a MMO FPS in Unity, the technical achievement would be of such magnitude that it would even impress random women in bars," PikkoTekk’s Christian Lönnholm told Rock Paper Shotgun.

According to this pdf and this pdf, the purpose of the game is to demo the capabilities of the Pikko Server load balancing product. By using the software, game developers can supposedly build any kind of high-player density MMO game that can handle up to 1000 players on one specific map across eight cell servers. It also supports eleven actions per second (10 movements plus 1 fire), a total bandwidth downstream per player of 420 kbit/s and more.

"The Pikko architecture consists of Pikko Server and several cell servers working together," the company explained. "Players in an online multiplayer game connect to Pikko Server, which handles load balancing between the cell servers. The cell servers handle physics, game logic and more."

PikkoTekk said that each cell server handles only its asigned activity in a small portion of the virtual world. "The cell servers can be seen as cells in a virtual mobile phone network," the company added. "When a person with a mobile phone moves in the real world, the phone will switch to the closest base station without the mobile phone user noticing it. In the same way, a player moving around in a virtual game world will switch completely seamlessly between the different cell servers."

As an example, a virtual world could be distributed across multiple cell servers (rather than residing on just one). Although the cell servers only handle a specific portion of the realm, the coverage overlaps each other to ensure a fluid, seamless environment. The server software also supports multi-core CPUs, meaning that cell servers can exist on a single core each. Instead of using multi-threading techniques, cell servers can be programmed single-threaded and identical to the other cell servers which in turn makes them easier to program.

For now it's unknown when Tanks vs. Robots will go live. However, the ultimate 1000-player deathmatch will take place for one day only sometime in the near future.

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  • 0 Hide
    acasel , March 8, 2011 8:08 AM
    wow?
  • -1 Hide
    Anonymous , March 8, 2011 8:31 AM
    COUNT ME IN!!!!!!!
  • 4 Hide
    joytech22 , March 8, 2011 8:41 AM
    I bet you a million bucks It'll be on when I'm not at home..
  • 3 Hide
    BoasG , March 8, 2011 10:26 AM
    PikkoTekk: Impressing random women in bars since 2011
  • 2 Hide
    gamerk316 , March 8, 2011 10:55 AM
    God, I LOVE CCP; they are the only company which can do this, because they invested in their servers [Eve Online].
  • -3 Hide
    sirmorluk , March 8, 2011 11:39 AM
    1k is tiny. There has been a mmofps\sim that supports up to 10k since June 2001. With a seamless battlefield of 380,000 sq\km I play it every day.
  • 1 Hide
    mobrocket , March 8, 2011 11:48 AM
    i hope all 1000 dont have mics
  • 0 Hide
    bhaberle , March 8, 2011 11:55 AM
    mobrocketi hope all 1000 dont have mics
    And what FPS are you speaking of?
  • -1 Hide
    nadavp3 , March 8, 2011 11:56 AM
    reminds me of horde vs allince in wow (@EU_darksorrow) just before the release of TBC.. try 500 v 1500.. wow server curhsed

    (it was ment to be 40 vs 40, but one side cheated and brought about 450 more friends.. so the other side got pist and brought.. everyone, thihihi legendary server crush)
  • 1 Hide
    lasaldude , March 8, 2011 2:08 PM
    Some how if Activision used this, the COD series will still only use 12-18 players because of the Xbox limiting PS3 and PC
  • 0 Hide
    EVILNOD , March 8, 2011 2:20 PM
    in DAoC almost every relic raid when all 3 side in battle mean over 1k ppl. and that is.. 10 years ago??
  • 1 Hide
    back_by_demand , March 8, 2011 2:23 PM
    sirmorluk1k is tiny. There has been a mmofps\sim that supports up to 10k since June 2001. With a seamless battlefield of 380,000 sq\km I play it every day.

    This isn't an MMO you pinhead, it's an FPS.
  • 0 Hide
    dwhapham , March 8, 2011 2:36 PM
    "This isn't an MMO you Pinhead, Its an FPS"

    It's sounds like you are the Pinhead..

    Darkfall for example, is a FPS shooter (and also an MMO) and supports up to 10,000 players in one game map.
  • 0 Hide
    HolyCrusader , March 8, 2011 2:47 PM
    It's been a long time since I played DAoC, but I seem to remember the game BADLY lagging when you had more than 50 or so people in a single area.
  • 1 Hide
    Anonymous , March 8, 2011 4:41 PM
    Why are people citing MMOs as achieving this accomplishment years ago? We're not talking about MMO worlds. We're talking about a single map in an FPS game. It's quite a bit different, pinheads. Also, this is IN A BROWSER. Not a separate game client.
  • 1 Hide
    joytech22 , March 8, 2011 5:25 PM
    dwhapham"This isn't an MMO you Pinhead, Its an FPS"It's sounds like you are the Pinhead..Darkfall for example, is a FPS shooter (and also an MMO) and supports up to 10,000 players in one game map.


    He's trying to tell you It's a FPS ONLY game, just All-out war with no objective but to kill the opponent.

    Of course MMO's support thousands of players, but think of it as trying to host a Crysis server with 1000 players, it becomes something interesting. nobody want's to hear about a MMO's player limit so why bring it up, we all know almost ALL MMO's support at least 2000 players a server.
  • 0 Hide
    sirmorluk , March 8, 2011 5:59 PM
    back_by_demandThis isn't an MMO you pinhead, it's an FPS.

    Did you actually read the article or visit the website? The Devs. themselves are describing it as an MMO/FPS. And I quote.
    "About one year ago, we were talking with CCP and we came up with this idea that if we made a MMO FPS in Unity, the technical achievement would be of such magnitude that it would even impress random women in bars,"

    Cripes. ad homs and all.
  • 0 Hide
    Anonymous , March 8, 2011 6:22 PM
    @sirmorluk
    MMO = Massively Multiplayer Online. An FPS- ANY FPS- can be an "MMO FPS" if it supports a massive amount of players playing online simultaneously with eachother. MMO also happens to be the abbreviation for "MMORPG." They're obviously not trying to create any sort of RPG, which is why it's just "MMOFPS."
    He meant to say "MMORPG," but it's common to see people call them simply MMOs, even though that doesn't describe anything more than a large group of players online together.
  • 0 Hide
    greatsaltedone , March 8, 2011 6:25 PM
    we can only hope this is a test for the servers which will host EVE's planet-side game
  • 0 Hide
    edilee , March 8, 2011 6:36 PM
    HolyCrusaderIt's been a long time since I played DAoC, but I seem to remember the game BADLY lagging when you had more than 50 or so people in a single area.

    It did lag with mass amounts of people in one location but that was due to user hardware. I did a few 100 man raids and lagged like crazt then I upgraded my card and lagged no more in raids. DAOC was pretty polished when it came to gameplay.
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