Orgins of online game server hosting

Game Servers use something called a dedicatedgame performance was proportionately dismal.
server application. This dedicated server app is aEven if the bandwidth on the newest broadband
program specifically designed to collect data frominternet services could keep up with the load, the
each player and redistribute it, as necessary, tocomputer itself was still behind in computing the
the other players in the game. This is much moredata needed. The capacity to process data for 3D
efficient and effective than a peer-to-peergraphics, game physics, sorting and distributing
arrangement, but it requires a separate computernetwork data to the other players on one
to host the server application. And this newcomputer, especially back then, simply could not
computer is not a game machine. It is a serverdo it.
machine. It has very special needs. To effectivelyWhen online gaming finally hit it’s stride,
host and support a game server, you must knowLeagues, LAN events, and dedicated
every aspect of its inner workings, which includeteams—with members scattered all around the
both the hardware and software within theworld were created, the gamers started looking
system.for something better, a solution to the server
One of the most popular games available isdilemma. They needed something with the power
Counter-Strike, The Half-life engine can be run onto smoothly host the game, faster and more
many different operating systems, but thereliably. They needed a solution that would give
primary bottleneck on your server’sthem true performance, with latency return in
performance is always bandwidth—how muchtens of milliseconds (rather than hundreds or
data you can move into or out of your computerthousands) for all their team members in games
at once. Most users that buy and play theseof up to twenty players. And more. Thirty. Forty.
games are using a "broadband internet service,"Sixty. The player count is still rising, even to this
the most popular of which are DSL and cable.day, thanks to ambitious game designers.
With a DSL or cable modem connection, a playerThe solution was obvious. Use a professional
can host his or her own dedicated serverserver. A computer designed to read data and
application, but with this kind of a connection thetransmit vast amounts of data as fast as players
server can only "serve" a few people at a time,need it. A handful of game hosting pioneers such
usually between four and ten. A server withas realized the need for such systems. They
better internal hardware—a faster processor orpurchased rack mounted server machines and
more memory—might improve these numberscolocated them within datacenters to host their
a little, but the tightest bottleneck is still networkgames. They paid between $200 and $700 a
bandwidth, and cable and DSL have their limits.month for this luxury, and the teams that could
In the past, this is how the majority of gamefoot such bills were few and far between, but the
servers were hosted. This was the only option.lucky ones were utterly amazed at the
The player would buy the game, and mostimprovement to gameplay. Within a few years
households only had one computer, so the playeronline multiplayer gaming became a huge success.
would use this one machine host his or her serverPrices over the years have lowered dramatically
and play the game on, often simultaneously. Theand subscribers increased 1000 fold.
stress on the computer was enormous, and