Wie Gabe Newell vor wenigen Tagen im
hl2fallout.com Forum bereits angekündigt hat, wurde nun die maximal verfügbare Bandbreite der Content-Server von 4Gbit auf
8Gbit verdoppelt. Das bedeutet in Zahlen, das innerhalb eines Tages über 200.000 CS:S Versionen übertragen werden können. Darüber hinaus hat Valve die Möglichkeit die Kapazität weiter zu erhöhen, auf
14Gbit, was aber mit erheblichen Kosten verbunden ist.
Zitat: Original von Gabe Newell
Right now we have about 60 Steam content servers running around the world. They are throttled to 100 Mbps, but can handle ~800 Mbps if necessary.
In terms of network bandwidth, we're currently running at 4 Gbps, and will boost to 7 Gbps when we start pre-loading. We have the option of increasing that to 14 Gbps with a phone call (admittedly a really expensive phone call).
Since Half-Life 2 is ~2 GB (or 16 Gb) over the wire, we can serve up about a person/second with a complete copy of the game. These are idealized numbers - the real capacity planning numbers are quite a bit lower.
So pre-loading is a good thing, being able to play before you have a complete copy of the game is a good thing, and having buckets and buckets of bandwidth is a good thing. It's interesting that videogames in addition to being a larger aggregate audience than almost any TV show (and a lot of countries total Internet traffic) are also now becoming one of the largest consumers of bandwidth on the net.
I'm curious if people know of other single applications consuming more than 10 Gbps.
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