Game server CPU usage and throttling

As just an additional angle consider, you could make the computing limitations be an organic part of the rules themselves, too.

The term “roguelike” may have evolved since last I checked, but I consider machine availability restrictions to be a traditional hallmark of that genre…

“The Wizard of Yendor has decreed that there shall be no further levels until 6:30pm this evening.”

(The “wizard” here preferred himself to be referred to as “university sysadmin”, but still…)

Not just you, actually… @Hypermind proposed calling this the “flex” class:

Fly.io gave encouraging feedback at the time, but in the interim they’ve (rightly) been focused mainly on finally slaying the reliability dragon, :dragon:.


Having said that, with just a single thread, a shared-8x might be close enough:

The reported metrics might revert to being a little confusing, however—since, IIRC, some of them are divided (÷) by the number of CPUs…

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