Live data from Hacker News

Zynga Moves 1 Petabyte Of Data Daily; Adds 1,000 Servers A Week

techcrunch.com

11–20 of 53 posts

Re: Zynga Moves 1 Petabyte Of Data Daily; Adds 1,000 Servers A Week

#11
post #3

1000 new servers a week is a ridiculous number for this sort of company. Their code must be really, really bad. Anyone who works there care to chime in? Is it all written in ColdFusion or something?

At this scale the performance advantages of a language like Scala start to seem pretty significant.

Re: Zynga Moves 1 Petabyte Of Data Daily; Adds 1,000 Servers A Week

#12
post #8

Here's how this adds up to me: - 215M users. - Up to 1000 servers per week. - Say, they've been doing this for 30 weeks. - So they need 1 server for every 7167 users? Is this normal for mmorpg type games? - Are 215M people playing around the clock? I'm just a little baffled by this number.

Compare and contrast with World of Warcraft: http://www.crunchgear.com/2009/09/18/blizzard-reveals-some-t...

"...it takes roughly 20,000 computer systems, over a petabyte of storage, and over 4600 people. Using multiple data centers around the world, this works out to a total of 13,250 server blades, 75,000 CPU cores, and 112.5 terabytes of blade RAM."

It doesn't say if that's total or just US (since WoW is hosted by different partners in Asia, last I paid any attention).

Re: Zynga Moves 1 Petabyte Of Data Daily; Adds 1,000 Servers A Week

#14
post #3

1000 new servers a week is a ridiculous number for this sort of company. Their code must be really, really bad. Anyone who works there care to chime in? Is it all written in ColdFusion or something?

"as many as 1,000 servers every week" Really this probably means that one week they added 1,000 but the actual average number is much lower. Makes for a good talking point worded that way!

Exactly. 1000 servers was probably a peak, probably a week when launching a new title - Farmville 3.0 - Return of the Wheat or whatever.

Re: Zynga Moves 1 Petabyte Of Data Daily; Adds 1,000 Servers A Week

#15
post #8

Here's how this adds up to me: - 215M users. - Up to 1000 servers per week. - Say, they've been doing this for 30 weeks. - So they need 1 server for every 7167 users? Is this normal for mmorpg type games? - Are 215M people playing around the clock? I'm just a little baffled by this number.

7000 users/server is actually pretty high for an MMO, though I don't know how Zynga's MMOs compare to something like World of Warcraft in terms of server resources needed. The numbers being floated around for World of Warcraft are around 75,000 cores for 10m subscribers, or about 133 subscribers per core. Obviously those aren't single-core servers, but it's still under 1k per server. Of course this and the Zynga numbers are also both subscriber numbers, not peak player numbers, and I'm not sure how play frequency/duration differs between the two companies' userbases.

Some MMO designers actually really want to bring that number even lower, though lots of other people at game companies are looking at ways to pack more users on each core. But from a designer's perspective, if you typically get less than 1/50 of a CPU slice per user, maybe 1/100, and much of that is taken up by doing basic bookkeeping, it's hard to put in things that even 1990s RPGs took for granted, like NPCs with at least passably interesting AI.

Re: Zynga Moves 1 Petabyte Of Data Daily; Adds 1,000 Servers A Week

#16
post #3

1000 new servers a week is a ridiculous number for this sort of company. Their code must be really, really bad. Anyone who works there care to chime in? Is it all written in ColdFusion or something?

Zynga has acquired a bunch of different game studios. While I'm sure they've tried to retrofit the acquired games to better architectures, they probably weren't designed with scalability or efficiency in mind from the beginning.

Re: Zynga Moves 1 Petabyte Of Data Daily; Adds 1,000 Servers A Week

#17
post #9

You'd think this stuff could be pretty efficient if done right, defer as much as possible to the flash application. I guess security is an issue if you do to much processing the the flash, probably a lot of servers to just to serve the flash.

If the flash is not changed very often why not a CDN for the flash delivery and then have the flash poll their servers with the farming actions, ect....

Re: Zynga Moves 1 Petabyte Of Data Daily; Adds 1,000 Servers A Week

#18
post #13

1000 servers per week number is not just realistic. I will like to believe the author misspoke otherwise it will take more that Zynga employees just to configure 1000 servers in a week time.

1000 servers is not at all unrealistic if you've automated the process.

Re: Zynga Moves 1 Petabyte Of Data Daily; Adds 1,000 Servers A Week

#19
post #3

1000 new servers a week is a ridiculous number for this sort of company. Their code must be really, really bad. Anyone who works there care to chime in? Is it all written in ColdFusion or something?

Note that it's not 1000 servers every week, it's up to 1000 servers in a given week. This was likely done to support the launch of a new game, and may factor in server turnover (they're on EC2). That being said, launching 1000 nodes for non-batch jobs is still pretty remarkable.

Zynga can have absolutely crazy growth on launch. FarmVille was growing few million users a week.

Also keep in mind interactive multiplayer games with persistent state are different beasts compared to usual web applications. Games are very write heavy and do not cache well.

Re: Zynga Moves 1 Petabyte Of Data Daily; Adds 1,000 Servers A Week

#20
post #8

Here's how this adds up to me: - 215M users. - Up to 1000 servers per week. - Say, they've been doing this for 30 weeks. - So they need 1 server for every 7167 users? Is this normal for mmorpg type games? - Are 215M people playing around the clock? I'm just a little baffled by this number.

7000 users/server is actually pretty high for an MMO, though I don't know how Zynga's MMOs compare to something like World of Warcraft in terms of server resources needed. The numbers being floated around for World of Warcraft are around 75,000 cores for 10m subscribers, or about 133 subscribers per core. Obviously those aren't single-core servers, but it's still under 1k per server. Of course this and the Zynga numb…

One key difference may be the sheer amount of metrics that Zynga tracks. I've heard they keep stats of every (however mundane) action each user performs. It racks up to a huge amount of data.
Post reply on HN