Support >
  Support >
  What are the differences between web games and client games when choosing game server configurations?
What are the differences between web games and client games when choosing game server configurations?
Time : 2025-05-29 16:52:47
Edit : Jtti

  In the technical architecture of the game industry, the choice of server configuration directly affects the game's operating efficiency, user experience and stability. With the vigorous development of web games (web games) and client games (client online games) on different platforms, many developers and operation and maintenance personnel face an important choice: how to reasonably configure server resources according to the type of game? Especially when renting cloud servers or physical servers, there are obvious differences in the server selection ideas for web games and client games.

  1. The operation methods of web games and client games are essentially different

  Web games, as the name suggests, run through browsers and rely on Web rendering technology (such as HTML5, Flash, Canvas, etc.). The client does not need to download and install the complete package, but only needs to load the page resources to enter the game. A large amount of rendering logic and animation interaction are completed on the browser side, while the server side is responsible for logic judgment, data interaction, resource scheduling, etc.

  Client games require players to install a complete client locally. Most of the work such as game rendering, model loading, and physical calculations is completed locally. The server side is mainly responsible for tasks such as battle synchronization, data storage, user verification, and multiplayer interaction synchronization. Especially in large-scale PVP, team dungeons and other scenarios, the server pressure increases significantly.

  This difference determines that: web games have higher requirements for network response speed and Web resource loading capabilities, while client games rely more on the server's real-time data synchronization capabilities and concurrent processing performance.

  2. The focus of web games on server configuration

  Since web games need to continuously obtain Web static files such as images, maps, and animation resources from the server, the upper limit of server bandwidth becomes a key influencing factor. Especially when multiple users are online at the same time, static file transmission will quickly increase bandwidth consumption. It is recommended that web game servers be deployed with a large bandwidth of 100M, and 1Gbps shared or exclusive bandwidth is recommended after the game is launched;

  Web game players often perform frequent operations (such as hanging up, daily tasks, fast switching scenes, etc.), which means that database reading and writing will be highly intensive, especially in high-frequency modules such as rankings, backpacks, and mall settlements. It is recommended to use NVMe SSD hard disk to improve I/O throughput;

  Web games have a short life cycle and concentrated activities. Once a large number of new users are introduced through operational activities or advertising, the original server may be quickly "blown up". It is recommended to use cloud servers or K8s containerized deployment to achieve fast node replication + load balancing:

  Third, the focus of client game server configuration is on "computing + memory + connection stability"

  Most of the battle logic, physical judgment, and AI calculations in client games rely on server backend processing, especially in MMORPG games. When multiple players frequently interact in the same map (such as group battles, dungeons, and battlefields), it puts great pressure on CPU resources. It is recommended to configure a multi-core CPU with at least 4 cores and 8 threads, with Intel Xeon or AMD EPYC preferred; the game server is recommended to be built with high-performance languages ​​such as Golang and C++;

  "Object accumulation" (such as player information, BUFF status, and equipment attributes) in the game operation places high demands on memory. Especially when there is no cold data clearing mechanism, the accumulated data on the server may quickly fill up the memory, resulting in frequent GC (garbage collection) and jamming. It is recommended to start with 16G memory, and it is recommended to expand linearly according to the number of concurrent players;

  Although the terminal game is not as dependent on bandwidth as the web game, it has extremely high requirements for connection stability. If players are disconnected or stuck in the dungeon, it will greatly affect the game experience. Therefore, CN2 GIA/BGP multi-line optimization lines are used to ensure low latency for mainland players; TCP connection keep-alive mechanism is deployed to avoid short connection disconnection;

  IV. Recommendations for server resource allocation at different stages

  1. Game development stage

  Web game: deploy lightweight test server (2 cores 4G, 100Mbps bandwidth) for development verification;

  Client game: a test environment with the same structure as the online one is required to simulate real combat scenarios. It is recommended to have at least 4 cores 8G+independent database+LAN stress testing tools;

  2. Early stage of closed beta/public beta of the game

  Web game: deploy CDN, Web front-end server, and database master-slave architecture to support 20,000 concurrent users;

  Client game: introduce multiple logic servers + connection servers + data servers combined architecture, focusing on monitoring the number of online users and changes in combat frequency;

  3. After the game is launched

  Web games: implement dynamic resource scheduling, access high-defense services to prevent DDoS attacks;

  End-games: focus on the horizontal expansion capacity of the server, adopt a load-balancing cluster structure, support cross-region server transfer and character synchronization backup;

  The essential differences between web games and end-games determine that their focus on server configuration is completely different. Web games pay more attention to bandwidth, I/O, and Web responsiveness, and are suitable for elastic deployment and horizontal expansion; end-games emphasize high computing, high concurrent processing, and connection stability, and are suitable for vertical performance improvement and distributed logic control.

  Therefore, when renting servers or building infrastructure, game developers should avoid "blind configuration" or "one-size-fits-all". They should deeply understand the game's operating mode, user behavior characteristics, and operation and maintenance controllability, and make scientific plans, reasonable budgets, and reserve redundancy, so as to be invincible in the stable operation of the game after it is launched.

Pre-sales consultation
JTTI-Defl
JTTI-Selina
JTTI-Eom
JTTI-Coco
JTTI-Ellis
JTTI-Jean
JTTI-Amano
Technical Support
JTTI-Noc
Title
Email Address
Type
Sales Issues
Sales Issues
System Problems
After-sales problems
Complaints and Suggestions
Marketing Cooperation
Information
Code
Submit