Online cloud computing?

Source: Internet
Author: User

Online cloud computing.

The concept of cloud computing is still very vague.
I temporarily understand the online cloud computing as dynamic load balancing.

The Grand 0 World is known as cloud computing, but it seems to be just the content of the online publishing platform, should not be related to cloud computing.

Whether it's cloud computing or rain computing, the goal is to give the server greater power.
For the online game is to look at the number of single area, and the number of single clothing is not important.
Because it is cloud computing, the number of servers can be increased, the use of quantity to improve overall performance is the advantage of cloud computing.
Whether it is cloud computing, as long as to see whether by increasing the server to increase the number of single zone load.

Our KOK3 does not have cloud computing, although the number of single people is tens of thousands, but the number of individual districts is limited.
The total number can only be expanded through multiple open areas.

The following excerpt from: "Immortal ol" to enable cloud computing synchronization technology, invite you to enjoy all the people with uniform
(http://news.pm173.com/newscontent.aspx?id=9354&page=2).
Are all bragging words, no substantive content. Because these are not written by technicians.
There is only one data, is the same view of the million people. KOK3 is far from the million people (all 3D online games are not up to).
But this is not the processing power limit of the KOK3 server, but the bandwidth and processing power of the client.

"Immortal ol" in the latest version of the introduction of cloud-based synchronization technology, the specific approach is to the game's server cluster and all players of the computer as a whole, while accepting all the calculation request and assign it to the right node to run, greatly improve the computational power and utilization, While avoiding the inefficiency and complexity of dividing resources across nodes, so that a single player client needs a significant reduction in the computational pressure, so in the synchronization of data and load capacity has been greatly improved, even if the same vision of tens of thousands of people at the same time, will not be due to the impact of server load on the quality of the game to decline, Also dramatically reduces the configuration requirements required for a single computer.

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