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How to simulate 100 users Lag

by Andrea Bigiarini · in Torque Game Engine · 07/10/2004 (11:05 pm) · 3 replies

I've found somewhere in a *.cs file a method to simulate lag for 1 user.
How can I simulate the LAG of 100 users connected to a game server?

Is this possible?
THX
Andrea

#1
07/10/2004 (11:10 pm)
My first guess would be to spawn 100 AI and simulate the parameters on them(if the function applies to their class). What result are you trying to measure? Where are you planning on measuring it? As a client logged into the lagging server?
#2
07/11/2004 (10:15 am)
There is a setSimulatedNetParams method you can call on a connection simulate packet loss/latency. You can also do things like load the server down with a hundred AI players. These both affect different areas of the engine.
#3
07/11/2004 (1:45 pm)
Yes the last one, as a client logged into lagging server, because the balancing of the server is a potato that I pass to my Admin.
I would like to check virtually :
1. How many interiors/decoration put on each scenario and how these affect the lag.
2. How much "integration" (Physic) is tollerated - Maybe 100 users High Integration Value will increase the lag?
Is there any way to make a simulated benchmarking (90% check) before be flamed by 100 betatesters?

Andrea