Technical document
1. Network Architecture Formulas
Server Scaling Model (SpatialOS Hybrid Cloud)
Players per Server Shard:
Server capacity (e.g., 10,000 calculations/sec)
Avg. player actions/sec (e.g., 5 actions: shooting, driving, etc.)
Data per action (1.5 KB/action)
MetaHuman NPC AI load (0.2 KB/entity/sec)
Latency Compensation (UE5 Network Prediction)
ΞTcompensated=Tclientβ(TserverβTlatency)ΞTcompensatedβ=Tclientββ(TserverββTlatencyβ)
Compensates for lag in vehicle/physics simulations.
2. AI Systems (OpenAI/DeepSeek+ MetaHumans)
AI Task
OpenAI Model
Input Data
Dynamic Dialogue
GPT-4/DeepSeek
Player Reputation, Mission Context
Patrol Pathfinding
Reinforcement Learning
Heatmaps, Player Activity
Fraud Detection
BERT
Transaction Logs, Chat Logs
3. Blockchain Integration
Transaction Throughput (XRPL)
Metric
Value
TPS (Transactions/s)
1,500
Finality Time
3-5 sec
Gas Fee per TX
0.00001 XRP
4. Cross-Platform Play (Epic EOS/PlayFab)
Player Session Matching
Sskillβ: Skill rating (0β100).
Platencyβ: Ping (ms).
Dregionβ: Regional server distance multiplier.
Monthly API Call Estimates (PlayFab)
Feature
Calls/Player/Month
Login/Auth
30
Inventory Sync
500
Leaderboard Updates
1,200
Cloud Scripts
300
5. Performance Metrics (UE5)
Nanite Asset Streaming Budget
Platform
Max Triangles/Frame
Texture Memory
PC
20M
12 GB
PS5/Xbox X
15M
10 GB
XR (Meta Quest)
2M
4 GB
6. Risk Assessment Matrix
Risk
Likelihood
Impact
Mitigation
Server Overload
High
Critical
Auto-scaling + SpatialOS sharding
NFT Exploits
Medium
High
XRPL escrow + fraud detection AI
Cross-Platform Latency
Low
Medium
EOS relay servers + regional matchmaking
AI NPC Bottlenecks
Medium
Medium
Limit NPC density per shard
7. System Diagram
[Player Clients] <-> [Epic EOS Matchmaking]
Λ Λ
[SpatialOS Game Servers] <-> [PlayFab Player Data]
Λ Λ
[OpenAI NPC Brain] [XRPL Ledger (NFTs)]
Λ
[UE5 Rendering/MetaHumans]
8. Key Performance Indicators (KPIs)
Metric
Target
Concurrent Players (Launch)
50,000
Avg. Session Length
45 mins
Transaction Finality (XRPL)
<5 sec
Frame Rate (UE5)
60 FPS (PC/Console)
The information presented here is for planning purposes only and does not necessarily represent the final implementation or features.
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