Scalability and Performance

From day one, StupidMonkeys Realm Hero has been built for mass adoption. We want to ensure that as we scale to potentially millions of players, the performance remains smooth and transactions stay quick and cheap. Our scalability approach covers both the blockchain side and the game server side :

• Layer-2 Scaling (High TPS): As noted, by using Layer-2 networks for blockchain interactions, we avoid the bottlenecks of the Ethereum mainnet. Our chosen scaling solution can handle a very high throughput of transactions with innovative technologies like pre-confirmation. This means even if the game generates a large volume of blockchain events (trades, mints, etc.), the underlying network can process them without lag for users. We are also open to multi-chain or cross-chain solutions in the future if it makes sense (for example, maybe using a specialized Layer3 just for our game if needed).

• Batch Processing & Rollups: We implement transaction batching for efficiency. For instance, if during an adventure session a player earns 2 NFTs and 100 fungible tokens and makes 3 trades, instead of 6 separate transactions, our backend system could bundle many operations into fewer on-chain transactions. Rollup technology (the essence of L2) already does a lot of this compression (many user actions become one batched proof on Ethereum). Additionally, in our internal systems with Thirdweb Engine, we gather frequent actions and commit them periodically, reducing overhead.

• Off-Chain Computation: Not every game action needs to hit the blockchain. We only decentralize what benefits from decentralization (ownership, trading, etc.). Things like real-time combat logic or health point calculations are done off-chain on our game servers (with necessary randomness and integrity checks) . This hybrid approach ensures that heavy computations and quick decisions don’t stall waiting for a blockchain confirmation. Keeping gameplay loops off-chain and then periodically settling results on-chain (e.g., when minting a reward or ending a combat match), we get the best of both worlds: smooth play and secure ownership.

• Dynamic Server Scaling: On the server side, we utilize cloud architecture with auto-scaling capabilities. When there are surges in player activity (say a big event or just growth), our servers will automatically spawn additional instances to handle load (additional game world instances, more matchmaking servers, etc.). We’ve designed stateless game servers where possible, so spinning up new ones on the fly is straightforward behind load balancers. Similarly, our database (for non-blockchain game data) is chosen for high throughput and can scale horizontally (sharding or read replicas) as we get more concurrent users.

• Load Balancing & Regional Servers: We plan to deploy servers in multiple regions (NA, EU, Asia, etc.) to ensure low latency for players around the world. Load balancers will direct players to the best region, and within each region, to the server with capacity. We will also utilize CDNs for delivering static content like patch files or images, so downloads are quick globally.

• Client Optimization: On the client side (Unity), we optimize assets and code to ensure the game runs well even on average mobile devices. This includes asset bundling, texture compression, and a scalable quality setting (so high-end PCs get better graphics, but low-end phones can still play by lowering detail). Efficient netcode ensures minimal bandwidth usage per player (important as every action doesn’t need to be sent to every other player except in relevant contexts).

• Parallelism with Companion Bot: The Companion Bot also plays a role in performance – by handling background tasks (like pre-fetching data or managing transactions), it frees the main game loop to run without waiting. For example, if you finish a quest that awards an NFT, the game can immediately show “Quest Complete!” and let you continue playing while the bot in the background finalizes the NFT mint transaction. By the time you open your inventory, the new NFT is there, assuming network conditions were normal. This asynchronous design avoids locking the game client for blockchain interactions.

• Testing for Scale: We conduct regular stress tests and load tests. We simulate thousands of players performing actions simultaneously to see where the system might strain. This includes blockchain simulation (lots of trades at once) to ensure our Layer-2 and relayer infrastructure can keep up. We’ve designed the system so the first bottleneck we’d likely hit is actually the game content (like overcrowded servers) before any technical limit, in which case we just spin up more servers or shards.

To summarize, we are confident that StupidMonkeys Realm Hero’s tech can handle the “massive multiplayer” vision we have. We’ve utilized advanced blockchain scaling solutions and proven game server scaling techniques to prepare for high demand. Players will experience fast load times, minimal lag, and quick transaction finality, whether we have 1,000 players or 10 million. Our commitment is to continuously refine performance so that growth is never held back by technical constraints – when more players arrive, our infrastructure will meet them with open arms (and stable servers). :)

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