how to make server sides workload lower ? best suggestion i mean
That highly depends on the specific details of the gameplay. You need the game designer and the network engineer to sit down together for a few days and work out what will and wont work, and what compromises will need to be made.
[edit] From your other thread, you say "The server side coding is mostly done as our networking programmer has his own networking framework which is able to do 2000+ CCU per server"
In that case, then get your networking programmer to ask some specific questions here, because the answer to "how to make the server workload lower" will depend on how your existing servers already work.
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well 2000+ CCU a server
and 20-40 players in that distance im not sure about update rates still
maybe 30 updates a sec ?
Let's just assume for the sake of some napkin math that you're using 64 bytes per player update.
2000 clients, sending their gamestate to the server at 30Hz:
= 15.36Kbps upload bandwidth at each client
= 30.72Mbps download bandwidth at the server
Plus, each client can see 40 other clients, so the server has to relay on 2000*40 neighbouring client updates at 30Hz:
= 614.4Kbps download bandwidth at each client
= 1.2288Gbps upload bandwidth at the server.
For a total of 1.25952Gbps bandwidth on your server and 629.76Kbps on your client.
That's totally doable for the client end, as long as your min requirement is DSL/Cable/etc broadband internet.
...But finding a server with >1Gbps for a reasonable price will be very hard. You'll also be using over 12TB of data per day, which will likely push you into the realm of paying for excess data transfers.
If you go for P2P, each client has to send their gamestate to 40 peers, and receive gamestate from 40 peers.
= 614.4Kbps upload/download bandwidth at each client.
= 1.2288Mbps total bandwidth at each client.
That's completely feasible in places with good internet, but won't work on low-end residential DSL broadband any more (e.g. I only have 256Kbps upload bandwidth at home, but 5Mbps download) -- that's a decision that now impacts your business and marketing strategies, so you'll want to bring those people into the conversation now too.
P2P also may or may not be compatible with the gameplay design that you have in mind. For example, cheat protection is harder with P2P -- there are solutions like lock-step simulations or cryptographic validation by non-interested nodes, but now this requires you to bring your lead gameplay programmer into the discussion of how the game logic simulation will be architected. He needs to design the gameplay code in such a way that it will interact well with the networking environment.
You need to have an experienced network programmer working on this up-front (and ideally, also an experienced lead gameplay programmer), so they can design an architecture that's compatible with both your gameplay requirements and your wallet.
e.g. in your PM you asked about my friend who claims he can support 500K CCU off of one dedicated server.
His gameplay mechanics work well with sharding (this is where you arbitrarily split the universe into many sub-servers, where you can only see other players within your sub-server), which allows you to keep the number of visible players low in any situation. His game is entirely P2P, so the central server does almost nothing -- this would be a major problem in a game where people can cheat, but cheating is not a big problem in his game due to it being non-competetive. There is no combat in his game, so the per-client update data is very small. No combat also means that his game is very tolerant of packet loss, latency, arbitrary sharding, drop-outs, etc...
The network solution that you choose will dictate what kind of gameplay is possible.
Or likewise: the kind of gameplay that you want to make will dictate what kind of networking architectures are feasible. Specifics matter here, a lot.
Also, 2000+ CCU per server is impossible for what you're doing.
Nothing's impossible. Everything just takes time and money
e.g. in the above napkin math, if you reduce the update rate to 10Hz, update packet size to 32 bytes and the number of visible players to 20, then suddenly you're edging into the ballpark of what a single $100/mo dedicated server with a 30TB/mo limit and 100Mbps connection can almost handle.
2000 CCU probably means you've got about 20k DAU, so as long as your average revenue per DAU per day is over 0.02c, then that's your (perhaps unrealistically optimistic) server costs covered