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
How can I simulate the LAG of 100 users connected to a game server?
Is this possible?
THX
Andrea
#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
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
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
Torque Owner Gonzo T. Clown