The supercomputers behind World of Warcraft
The New York Times has an intriguing story up about supercomputers around the world, and, as we've heard before, some of the most powerful computers ever created are being used... to run World of Warcraft. The9, which is the company that Blizzard has licensed the game to in Asia, runs more than 10 supercomputer systems, hosting at least a million players online at a time. Some of the other tasks listed for these supercomputers include flight simulations and animation rendering -- the same type of computer that designed the wing of the plane you're flying in might have calculated just how much gold you should have after repairs.I have a personal note to add to this one, too, though I have to be fairly vague.
While I was at BlizzCon, I met someone who worked at Blizzard in their IT department, and the stories he told me (all off the record, unfortunately) about how gigantic and powerful their systems are were just mindboggling. I had to ask if he knew of anyone or any other industry shooting information around at the scale that Blizzard does, and with the one possible exception of Google (who also run digital information around at a staggering rate), we couldn't think of anyone doing things at this scale. Not even financial networks and health care information (things, you'd think, that would be much more important than your level 73 Hunter and his gear) have these kinds of systems running.
Very, very interesting. I'd imagine that much of what Blizzard does consists of secrets they'd like to keep (hence the reason the Blizzard employee asked me to keep much of what he told me off the record), so it's not likely we'll be able to know all that much about how they do what they do (until it's all turned off, anyway -- maybe someday we'll see a tell-all detailing how WoW was played). But man -- everything I've heard about how the game is run involves unbelievable amounts of information running inside lots and lots of servers and wires. The architecture of what Blizzard has done in terms of size and scale rivals anything Arthas has constructed in Icecrown.
Filed under: Analysis / Opinion, Blizzard, Expansions
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Reader Comments (Page 2 of 7)
Graham Nov 18th 2008 8:17PM
Someone is grumpy today.
I thought it was interesting.
spacehyena Nov 18th 2008 3:12PM
Cyberdyne Systems, anyone? Holy bajeebus.
Dunnion Nov 18th 2008 3:13PM
Gosh Blizz, with my 15 bucks a month you should by way better servers! I'm tired of this "worlds fastest server" crap! I want even faster and better!
Jeff Nov 18th 2008 3:15PM
But does it play Doom?
Brian Arnold Nov 18th 2008 3:29PM
You win the thread! Here's a hot dog.
Jeff Nov 18th 2008 3:33PM
/nomnomnom
Clochepos Nov 18th 2008 3:15PM
I wonder which servers are they using?
Ekimus Nov 18th 2008 3:21PM
Best guess, probably highly custom *nix based boxes. Most likely directly from Sun, IBM, or even HP....
kit Nov 18th 2008 5:33PM
They're using Dell computers, in part.
Arvenis Nov 18th 2008 3:16PM
"To support the complex calculations required to create the game’s graphics, The9 owns more than 10 supercomputer systems."
Graphics are rendered on user's PCs not on Blizzard's servers. If they did, people would be able to run WoW on a 386 with no problems. Do your homework New York Times!!
Thoralf Nov 18th 2008 3:27PM
The graphical output is rendered on the client, yes - but all the calculations have to be done on the server, 3D calculations!
The server decides:
- wether a bullet hit your char or if it missed
- how much money you have
- if you splash when you jump from the cliff or not
- if you draw aggro from the mob that you just fly by
...
Those calculations have to be done on the server and they are far more complex than you can imagine.
thefool Nov 18th 2008 3:30PM
Seriously, that line in the article mad me sad :(
here is a thought Nov 18th 2008 3:35PM
well, yes and no....
the task is shared.
server: i am gonna tell ya where to put the maps and models
client: ok i have them ready, let me know when to trigger the scripts
server: ok, let me figure out the right moment cuz this noob over here can't decide what he is gonna cast... omfg did i just calc that crit right?!? trigger the RND for the crocalisc death script
so yes, the server mostly determines what graphics get shown at what time, the client needs to have those ready to display when it is told.
playing in a room with another person really lets you know how much the client does and what is actually dictated, death animations for example are all on the client; when two people kill something chances are good they will see a different animation.
thefool Nov 18th 2008 3:35PM
@ Thoralf
There is no collision detection (related to bullets) that occurs on the server side or the client side...
I'm pretty convinced that any collision detection at all (like running into a tree) occurs on the client side. If it didn't then you would not collide with anything when you get disconnected.
Um... money you have = complex calculation?
The majority of the processing these computers do is network & database related.
This is not counterstrike.
Arkanhell Nov 18th 2008 3:49PM
Everything is calculated on the server side, that's why we can't cheat. When we go D/C we simply keep the last info received, game doesn't update anymore, and we can't do anything in the game(when we come back online, we usually aren't where we left our char). Our side has the information, but if something changes we won't see it. That's why collisions still work while we are offline(for 30 sec or so)
Slarti Nov 18th 2008 6:34PM
Actually this really isn't counterstrike.
WoW at its guts is a fairly simple program, and it is heavily database- and script-driven. The server is basically a giant abstract world simulator, but it doesn't simulate the world you see (graphics are entirely clientside, as is collision detection) but the actions like spellcasts (blizzards main action abstraction, almost anything you can do is a spell). Scripts control what npcs do, the spell simulator simulates the actions parameterized in spells, and some location engine takes care that your client knows who is in your direct vicinity so you can see their actions. That's pretty much all you need, but it's of course a heck of a lot of work to get this running stable for thousands of players...
Ekimus Nov 18th 2008 3:19PM
Having worked in IT for a number of years, I drool over thoughts of their network.
What angers me here, is the QQers that bitch and moan about the servers. They clearly have no clue what goes into running a infrastructure of this stature.
People need to remember that your World of Warcraft game isn't anything more that a glorified GPS. It just sends status updates to the Blizzard servers, so that the processing can be controlled securely on their end. That's why there isn't any god or gold cheats, and all the bots revolve around location-type exploits. Now, this is an over-simplified analogy, but you get the idea.
Ghostcrawler isn't rebooting the Intel Core 2 Quad box every Tuesday during maintenance. There are conceivably an untold number of servers and processes that need to be maintained on a daily basis.
jaybarti Nov 18th 2008 3:39PM
I couldn't agree more (also being an I.T. person) that most people who QQ blizz about their servers have no real idea about the scale the back end has to be.
The simple fact is beyond the calculations, the Databases that store all this information must be simple gigantic in stature. Not even counting the multiple relations that must exist between the various DB sets that exist.
14+ million accounts and all their multiple characters, with gear, ratings, banks, guild info, etc... all stored server side and all having to be linked and check against other sources.
Frankly I have been very impressed by how stable things actually are on a daily basis.
Ekimus Nov 18th 2008 3:52PM
Not to mention the constant need for upgrades when the game launched. I gotta believe that they were slamming blades (or whatever the hardware is) at a break-neck speed.
donald.plummer Nov 18th 2008 8:10PM
They definately use (or used to use) HP blades. An HP vendor once told me they order several racks of blades (pre-installed in their chassis) per month. Makes sense with the huge number of realms (235 on the US realm status page) and huge number of concurrent connections they require. Plus websites and forums and armory... crazy!