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Assorted Rants Tagged ‘Scalability’, page 2:

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).”