If you're in trouble and cannot find an answer to a question which goes beyond Stack Overflow...
If you have a not-so-usual solution for your problems but need to justify it to your boss...
If you like to think on your own rather than blindly follow "common wisdom" and "profound truth"...
...then 'No Bugs' Hare on Soft.ware might be the right place for you.
Your mileage may vary. Batteries not included

Assorted Rants Tagged ‘Scalability’, page 2:

Ultimate DB Heresy: Single Writing DB Connection. Part II. Gradual Scalability. All the way from no-scale to perfect-scale.

Quote: “And after this split of USERS table, the system has achieved perfectly linear scalability.”
Another Quote: “Start with a simple single-write-connection DB, with reporting running off the same DB”
[]

Ultimate DB Heresy: Single Modifying DB Connection. Part I. Performance (Part II. Scalability to follow)

Quote: “Dealing with transaction isolation is very far from being a picnic”
Another Quote: “One of such real-world systems was consistently processing over 30M real-world write transactions/day over one single DB connection, supporting ~100K simultaneous players.”
[]

Network Programming: Socket Peculiarities, Threads, and Testing

Quote: “I am not saying that this architecture is the only viable one, but it does work for TCP for sure (and performs reasonably well too)”
Another Quote: “The whole task of optimizing performance beyond, say, 20-50K packets/second per box tends to be Quite Elaborated, and involves quite a few things which are platform- and hardware-dependent.”
[]

Server-Side Architecture. Front-End Servers and Client-Side Random Load Balancing

Quote: “[about Round-Robin DNS] one of these returned IPs can get cached by a Big Fat DNS server, and then get distributed to many thousands of clients”
Another Quote: “As a rule of thumb, Front-End Servers are a Good Thing™”
[]

Server-Side MMO Architecture. Naïve, Web-Based, and Classical Deployment Architectures

Quote: “If you disrupt the game-event-currently-in-progress for more than 0.5-2 minutes, for almost-any synchronous multi-player game you won’t be able to get the same players back, and will need to rollback the game event anyway.”
Another Quote: “However, keep in mind, that all fall-tolerant solutions are complicated, costly, and for the games realm I generally consider them as an over-engineering (even by my standards).”
[]