# What to use for large scale multiplayer?

**URL:** <https://forums.unrealengine.com/t/what-to-use-for-large-scale-multiplayer/617156>\
**Category:** International\
**Tags:** unreal-engine, UE5-0, question\
**Created:** [July 29, 2022, 1:02pm UTC](https://forums.unrealengine.com/t/what-to-use-for-large-scale-multiplayer/617156 "2022-07-29T13:02:15Z")\
**Posts on this page:** 2\
**Page:** 1

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**Author:** ![TwitchPlaymaxx](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/twitchplaymaxx/32/465393_2.png) [@TwitchPlaymaxx](https://forums.unrealengine.com/u/TwitchPlaymaxx)\
**Post date:** [July 29, 2022, 1:02pm UTC](https://forums.unrealengine.com/t/what-to-use-for-large-scale-multiplayer/617156/1 "2022-07-29T13:02:15Z")

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I am trying to develop a game where thousands of players can play on the same server at the same time. Now i would like the whole thing to be crossplatform. And also want to store ALL data (like inventoy, level, achievements etc.) in some sort of Database. I have seen that EOS has the Player Data Storage as an option, but that has a limitation of 1000 read or writes per minute. I kinda wanna stay with EOS for all the multiplayer and crossplay integrations, but i would like to use some other storage type for these massive amounts of players.

What is the optimal approach to handle these large scale? what can you recommend?

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**Author:** ![NotSoAccurateNo1](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@NotSoAccurateNo1](https://forums.unrealengine.com/u/NotSoAccurateNo1)\
**Post date:** [July 29, 2022, 2:12pm UTC](https://forums.unrealengine.com/t/what-to-use-for-large-scale-multiplayer/617156/2 "2022-07-29T14:12:56Z")

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SQL is generally your best option for large data storage. If you’re code oriented then SQL as a language is pretty easy to pick up.

If you’re not code oriented, You can still try to write your data with blueprints to a text file using (I’m pretty sure) Rama’s Victory Plug-in:

> [@(39) 's Extra Blueprint Nodes for You as a Plugin, No C++ Required!](https://forums.unrealengine.com/t/39-ramas-extra-blueprint-nodes-for-you-as-a-plugin-no-c-required/3448):
>
> Dear Community, star2 Newest Awesome star2 (In Complimentary (no cost) Victory Plugin!) Now You Can Get the Text Output (STDOUT or STDERR) from any .exe program, straight into Unreal Engine! is the output of zap a video compression commandline tool ([Handbrake](https://handbrake.fr/)), zap launched by your UE game & delivered straight into the Unreal Engine Viewport! zap rose Using only 3 Blueprints nodes! rose zap[Full Details and UE4 C++ Code](https://forums.unrealengine.com/t/39-ramas-extra-blueprint-nodes-for-you-as-a-plugin-no-c-required/3448/2644) MIT Software License for The…

Try to match a file format like JSON or CSV, it’ll help to future proof your data if you decide to migrate your storage solution into SQL later; also it’ll be easier for others to read when either asking for help or expanding your team.

I’ve tried writing my own data storage solutions with just blueprints text parsing nodes, long before I knew any real programming, and it’s a real nightmare later when you don’t match a pre-existing standard.

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[Some pretty useful results just 1st page of google when searching for ue4 sql blueprints](https://www.google.com/search?q=ue4+sql+blueprints&client=ms-android-verizon&sxsrf=ALiCzsa_20Q_TTN5i-fMfdf4eDkq4rLSPw%3A1659104165364&ei=pevjYtrwFaLIkPIP-_-A0AE&ved=0ahUKEwia16_TpJ75AhUiJEQIHfs_ABoQ4dUDCA4&oq=ue4+sql+blueprints&gs_lcp=Cgdnd3Mtd2l6EAwyBwgAEEcQsAMyBwgAEEcQsAMyBwgAEEcQsAMyBwgAEEcQsAMyBwgAEEcQsAMyBwgAEEcQsAMyBwgAEEcQsAMyBwgAEEcQsANKBAhBGABKBAhGGABQAFgAYP8EaAFwAXgAgAEAiAEAkgEAmAEAyAEIwAEB&sclient=gws-wiz)
