Game Development Community

Netcode Bandwith Questions

by Jorge Luis Gandulfo · in Torque Game Engine · 04/14/2004 (1:47 am) · 8 replies

How many Kbits per Second does each client consume in a Torque server?

Im just asking couse im planning ahead of my development, and maybe i can live with this netcode for my game idea.

thanks

#1
04/14/2004 (2:50 am)
Difficult question to answer as specific as you want.
It depends on how many there are ingame and objects and all that.
#2
04/14/2004 (7:44 am)
Stefan is right, there is no "correct" answer to your question other than you would have to prototype it and profile it in a typical situation to see. The netcode in Torque is STILL some of the best realtime network code on the market! I doubt you are going to do better unless your problem domain, which we don't even have any clue to what it is, has some bizarre requirements that would require some kind of special implementation.
#3
04/14/2004 (8:49 am)
There is a server player Limit?
If you have to make a guess a Realm War server how many KBps consumes per client?

Im working on an MMO wich will work with a zonning sistem so i will distribute the players in lots of diff places to avoid high player quantity at a same place.
#4
04/14/2004 (8:54 am)
There is a server player Limit?
If you have to make a guess a Realm War server how many KBps consumes per client?

Im working on an MMO wich will work with a zonning sistem so i will distribute the players in lots of diff places to avoid high player quantity at a same place.
#5
04/14/2004 (9:02 am)
It is not possible to 'guess' at this, the bandwidth is adaptive, there is no way to calculate what the bandwidth is per client. it completely depends on what the game is how it works and what it does and what the clients are doing.

the only way to get any relevant information is to actually profile the game play of YOUR specific game.
#6
04/14/2004 (9:22 am)
My game will be a MMO with SQUAD based FPS fights.
There wont be more than 16-32 ppl on the same fight.
Maybe something like 12.

But in the town areas and stuff, players would gather, so i have to design my game knowing from advance that there will be some technical limits.

Trying to host this in Several Server/Zones is great, as i wont need a big SERVER at the begining, maybe in some beta stages.

More than you transfer today, well i want to add dinamic armor/clothing, that would add some transfer rate, also i will need to transfer some PSI effects and stuff.

Anyway just to know anybody knows how much a FPS starter server takes per client, or a Realm Wars server?

Thank you
#7
04/14/2004 (10:48 am)
Sorry to do a bit of a thread hijack but how would you go about profiling the network usage? is there documentation on this?
#8
04/14/2004 (2:01 pm)
The usual figure for an FPS is about 2kbps/connection. There is no limit on players.

There is no network profiler. It is something I've been interested in writing but I haven't had the time to do it properly. You could always hack it into the NetConnection class.