[DiscordArchive] I was just curious in theory if its around 150bytish + server tick being like 20 ticks per minute ?
[DiscordArchive] I was just curious in theory if its around 150bytish + server tick being like 20 ticks per minute ?
Archived author: A2 • Posted: 2021-12-03T13:07:35.230000+00:00
Original source
I was just curious in theory if its around 150bytish + server tick being like 20 ticks per minute ?
Archived author: A2 • Posted: 2021-12-03T13:07:45.490000+00:00
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if all 100 players were in a same spot
Archived author: A2 • Posted: 2021-12-03T13:07:54.883000+00:00
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what would theoreticaly be the amount of data per second to calculate
Archived author: <o> • Posted: 2021-12-03T13:08:22.232000+00:00
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player update is different from movement data, and that data shouldn't be sent if it doesn't actually change
Archived author: A2 • Posted: 2021-12-03T13:09:00.410000+00:00
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lets say they are all doing mass open world pvp ?
Archived author: A2 • Posted: 2021-12-03T13:09:03.509000+00:00
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moving + casting
Archived author: <o> • Posted: 2021-12-03T13:10:35.639000+00:00
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yeah, 100 people fighting is a little much, but not terrible yet. It's when you have the almost server-wide scenarios nost got that things start to really break down
Archived author: <o> • Posted: 2021-12-03T13:11:04.631000+00:00
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but you'll need to profile to actually figure out stuff like that, many packets not counted and cpu/memory costs etc
Archived author: stoneharry • Posted: 2021-12-03T13:11:36.232000+00:00
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Any action has to be broadcast to all entities within sight, so it scales pretty quickly as you introduce more entities/players to the mix. Hard to say where any bottleneck might happen without profiling and it's going to always depend on the context of what is actually happening
Archived author: Deleted User • Posted: 2021-12-03T13:22:56.441000+00:00
Original source
The nostalrius postmortem pdf is super interesting for stuff like this