[=;602825]
Component system from Lumberyard is thread safe and is designed in the way, that each component can run indepdently from other componenets in any thread. In the essence it means you can run every single component in cloud as microservice. This allow you to scale horizontally and theoretically your only limitation is cloud compute power.
This is completly diffrent to unreal where UObjects are locked to single thread and there it is not even possible to spawn UObjects from other threads.
Edit:
I have been talking about at Discord, but to reiterate long story short. How data is replicated from server to clients is hardly a bottleneck at the scale of MMO. It is a problem, but you can simply always throw more hardware or more bandwidth at it.
Reall performance issues come from things like collision detection, tracing, AI simulation, animation (if you play at least some on server, and you probabaly do). To make it scallable, all of those things must be able to run on any number of threads, prefferably on any number of machines in cloud. All of it must be lock free, and all entities in game mu be able to run independently from each other.
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[=.Wenograd;603384]
Then how are they doing New World with it, if it’s both an MMO and sandbox game? They must have found a way to get it working, it’s not like they can use any other service with Lumberyard.
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Answer. Communication between client/server is not most important. And for that matter gamelift is only for matchmaking (simply speaking).
Part of this architecture is in engine, I guess the distributed server part is not available (at least for now).