Board Thread:Game Discussion/@comment-31567784-20190226150919/@comment-31567784-20190307093917

RandyMc wrote: Tommy299 wrote: Powerup777 wrote: Hulk and Tommy pointed to a specific feature. All I asked for, All FM needs to persue. Maybe since they're in the building the servers are in, their connection is more direct and they don't see it. Hmmmm, that would imply switching between their servers and your gadget (insert ISP/undersea fiber optic cable switching supply co. swearing icon here). Good day folks. Good point, large number of request often cause congestion and it looks as they don't have the ability to scale propperly at present. So it simply can be that the player base is causing a kind of a "DOD" by trying to update and play the new content. Again a this would be a question fo scalability on the architecture side. ;-) So the basic update comes from the play store or app store, but the game files (assets) are downloaded directly from FMs servers? Well I'm not developing apps but I work with "standard" software development and cloud migrations and assume apps use a similar approach. The base update package to call home for the big one is held on the App Store/Play Store and this download is usually not that big. Once the basic updated files are installed and you start the game it connects to the FM servers to fetch the big block of updated game files.

Anyway all the content we use that requires a online connection (OMP, WTTT, Teams and so on) will have to come 100% from the FM servers. This is where the issues we face are coming from, the FM servers. What ever they suffer from, as a result there is a slow response or a disconnect and I can't enter OMP or get kicked during a race, I can't see the WTTT results or the leaderboard, can't save my game stats, can't enter the Team event and so on. The files on our devices have no idea why they can't get through and the only error message they have is to ask us to check the network access.

One other option could be that the game design was made under an assumption of a peak traffic model. Usually this estimateted peak load is far enough from real traffic patterns in the early days but after 6 years we may have server traffic that is always close to the max the game architecture can handle. In some cases I have found software in the field that was maxed out, there was no option left to add new servers to scale up anymore. Maybe RR3 is now on that corner too and the drop of RR4 will not make it easier to modernize the backend. Just an option.

If the next update will bring the same or similar connection issues we may have a sign. ;-)