FPS with 256 players
by Adam Beer · in General Discussion · 03/30/2007 (12:31 pm) · 7 replies
Hi,
I am trying to make a WW2 fps. I have run into one problem, how many players can torque hold? I kow this has probably been asked 1 million times but this is a bit more tricky. I want to have 256 players be able to play in a game server at once. What would you guys recommend I do? I know torque cant handle that many people in one game server at once so what would be the best thing to do to make it happen.
I am trying to make a WW2 fps. I have run into one problem, how many players can torque hold? I kow this has probably been asked 1 million times but this is a bit more tricky. I want to have 256 players be able to play in a game server at once. What would you guys recommend I do? I know torque cant handle that many people in one game server at once so what would be the best thing to do to make it happen.
About the author
Adam is the owner of Ignition Games, an indie game and software development company.
#2

03/30/2007 (1:26 pm)
All of the things Stefan pointed out take into account how many people you can fit on a signle 'indie-quality' server. Having said that, depending on your networking layer, you could fit millions onto a single backend. What you need to do is figure out what sort of equipment budget you have, if you are gonna run this game on your own servers, what quality you want to shoot for, etc.
#3
03/30/2007 (2:00 pm)
Thats not really what I mean. Im not talking about the content Im talking about the network part. If I had an typical FPS game, with 256 players in one game server, would toque be able to handle it network wise. Would there be super lag? I know it depends on hardware but a full 64 slot BF2 server can run comfortably on a single processor at 3.0Ghz and 2 GB ram. How much bandwidth would it eat up. I just want to know if torquenet would be able to handle something like this without using 500Gb of bandwidth per minute.
#4
03/30/2007 (2:04 pm)
It depends on how much you are ghosting in the mission. If next to nothing is being ghosted, then it would work spectacularly. If you're ghosting each joint animation in a nifty ragdoll extension, then you're going to choke horribly.
#5
03/30/2007 (2:51 pm)
Torques networking can handle it. Can you?
#6
as folks have indicated, just because you're driving a ferrari doesn't mean you're a good driver.
it's still up to you to be smart about networking.
our MMO has 174 people online on a single TGE-based server (and 50 on another) as i write. it's definitely not an FPS so lag isn't quite as important, but then, we haven't been particularly parsimonious about what we're ghosting around, either.
03/30/2007 (3:32 pm)
Torque has very efficient & sophisticated networking.as folks have indicated, just because you're driving a ferrari doesn't mean you're a good driver.
it's still up to you to be smart about networking.
our MMO has 174 people online on a single TGE-based server (and 50 on another) as i write. it's definitely not an FPS so lag isn't quite as important, but then, we haven't been particularly parsimonious about what we're ghosting around, either.
#7
You can of course disregard my post. Excuse me.
03/30/2007 (4:13 pm)
I read "FPS" as Frames Per Second, not First Person Shooter. :DYou can of course disregard my post. Excuse me.
Torque Owner Stefan Lundmark
(256 * 256 / 1337) = FPS
Please do not take into account how many polygons you have, LOD, amount of textures, animations and if there are any lights nearby. These things rarely matter at all!
Seriously. Not trying to be rude but like it has been said in the rest of the 7453573 threads, it depends on your game.