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Pull request overview
This PR adds new documentation explaining Armada configuration for replicas and buffer size in multiplayer game servers. The documentation helps developers understand how to configure the minimum replicas, maximum replicas, and buffer size settings to balance cost efficiency with player experience.
Changes:
- Added a new documentation page explaining replicas and buffer size configuration concepts
- Added a supporting diagram illustrating the distribution of replicas and buffer size
Reviewed changes
Copilot reviewed 1 out of 2 changed files in this pull request and generated 8 comments.
| File | Description |
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| src/multiplayer-servers/getting-started/armada-replicas-and-buffer.md | New documentation page explaining minimum/maximum replicas and buffer size configuration, including examples and recommendations for finding optimal values |
| src/multiplayer-servers/getting-started/images/armada/replicas-and-buffer-size.png | Supporting diagram image for visualizing replica and buffer size concepts |
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Co-authored-by: Copilot <175728472+Copilot@users.noreply.github.com>
Co-authored-by: Nicholas Wiersma <nick@wiersma.co.za>
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…ffer.md Co-authored-by: Copilot <175728472+Copilot@users.noreply.github.com>
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…ffer.md Co-authored-by: Copilot <175728472+Copilot@users.noreply.github.com>
…ffer.md Co-authored-by: Copilot <175728472+Copilot@users.noreply.github.com>
…ffer.md Co-authored-by: Copilot <175728472+Copilot@users.noreply.github.com>
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…ffer.md Co-authored-by: Copilot <175728472+Copilot@users.noreply.github.com>
| **What happens if the Maximum Replicas is set too high?** | ||
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| The Compute Resource Request setting for the Armada always applies, so the game server has guaranteed resources, or is not scheduled to the Location at all. | ||
| To avoid degraded performance with reduced CPU availability, or OOMKills when memory is overcommitted, see [Resource Limits](../multiplayer-services/resource-management#resource-limits). |
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The term "OOMKills" uses inconsistent capitalization. In Kubernetes terminology, it's typically written as "OOMKilled" (past tense) or "OOM Kill" (two words). Consider changing "OOMKills" to "OOM kills" for better readability and consistency with standard terminology.
| To avoid degraded performance with reduced CPU availability, or OOMKills when memory is overcommitted, see [Resource Limits](../multiplayer-services/resource-management#resource-limits). | |
| To avoid degraded performance with reduced CPU availability, or OOM kills when memory is overcommitted, see [Resource Limits](../multiplayer-services/resource-management#resource-limits). |
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| More players increase the number of game servers that are `Allocated` at any given time, increasing the need for a larger Buffer Size. | ||
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| The Buffer Size should be derived from the experience made with Proof of Concepts, Load Tests or Development environments, |
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The phrase "the experience made with" is awkward. Consider revising to "experience gained from" or "experience with" for clearer, more natural English.
| The Buffer Size should be derived from the experience made with Proof of Concepts, Load Tests or Development environments, | |
| The Buffer Size should be derived from experience gained from Proof of Concepts, Load Tests, or Development environments, |
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