Can the v12 server run Multiple maps simultaneously?
by Alex Colom · in Torque Game Engine · 05/27/2001 (6:45 pm) · 6 replies
Can the V12 engine allow multiple player populated maps to be ran simultaneuosly on a single server? If yes are there limitations on the number of maps??? numbers of clients???? What would be the limiting factors ie: processing power, bandwidth, or memory etc.
#2
Your server has to be robust to handle the strain of multiple server though... maybe garage games could provide more input concerning the specific needs of the V12 engine concerning bandwith and cpu for servers.. but again it depends on the game you build, the amount of players on each map and the complexity and size of your world.
06/01/2001 (1:24 pm)
Actually, most games permits to have multiple instance of a server to run at once... Tribes 2 (v12 engine) does, same for half life etc. The limitation is that they have to run through different ports, but that is easy to change and is a parameter you have to set when starting the server through the infinitespawn (restarts the server when it goes down) application. Your server has to be robust to handle the strain of multiple server though... maybe garage games could provide more input concerning the specific needs of the V12 engine concerning bandwith and cpu for servers.. but again it depends on the game you build, the amount of players on each map and the complexity and size of your world.
#3
The Ground Control dedicated server lets you run as many servers as you wish simulatenously, creating additional virtual sub-servers (on the same machine) as players want to play different maps.
It's not exactly Tribes 2 or Half-Life, but it is possible, and it works quite well.
06/03/2001 (9:23 am)
"No game that I know of will let you do that yet, but you could try to convince the engine to try it. I don't think you'll be real happy with the results."The Ground Control dedicated server lets you run as many servers as you wish simulatenously, creating additional virtual sub-servers (on the same machine) as players want to play different maps.
It's not exactly Tribes 2 or Half-Life, but it is possible, and it works quite well.
#4
The reason servers 'slow down' is not because of the extra action - it's because all the extra data that must be sent down the pipe to show you all that action, and the connection begins dropping packets. I'm pretty sure a decent 400Mhz system vs a 1Ghz machine on a T1 line would have roughly equal 'feel' to a player. The real horsepower is needed for the graphics.
--Bryan
06/03/2001 (7:07 pm)
As a general note for servers: you are always bandwidth limited. Unless you've shelled out the megabucks to get an OC-192 pipe to your lab, then the PC will always be able to pump more data than your connection can take.The reason servers 'slow down' is not because of the extra action - it's because all the extra data that must be sent down the pipe to show you all that action, and the connection begins dropping packets. I'm pretty sure a decent 400Mhz system vs a 1Ghz machine on a T1 line would have roughly equal 'feel' to a player. The real horsepower is needed for the graphics.
--Bryan
#5
Tachyon, but, um.... no. LOL
Now, another snipet.... A form of zoning is possible in Tribes1 through scripting alone, LabRat and another guy worked out a way to do it using a portal system that shot you over to a different server containing whatever zone you were going to. They never implimented it though. I remember LabRat saying something to the effect of the thought of a linked-map UltraRenegades/Shifter/Insomniax set of servers giving him nightmares. So, if it was possible in the TRIBES game engine, it should be possible in the V12 engine (in theory at any rate). Add a little something to load the new zones without a loading screen just before the player crosses the line, get a bunch of people with big pipes to host each zone and an MMORPG would be set.
06/03/2001 (11:03 pm)
To talk specific numbers, the highest player count I've seen in Tribes2 on a single server was 110. I don't remember the server's hardware stats, but the lag there wasn't any worse than anywhere else. Some games call that massive Now, another snipet.... A form of zoning is possible in Tribes1 through scripting alone, LabRat and another guy worked out a way to do it using a portal system that shot you over to a different server containing whatever zone you were going to. They never implimented it though. I remember LabRat saying something to the effect of the thought of a linked-map UltraRenegades/Shifter/Insomniax set of servers
#6
On the map side... Hmm, I'm not sure. I can't think of any reason why you couldn't load two maps. At the moment they would just sit on top of each other, so you'd have to translate them somewhere different or do something to keep them from being visible to each other. hmm, that may take some sorting out I guess. Probably wouldn't be that hard though.
06/06/2001 (8:55 pm)
Processor speed aside, there is currently a 128 player limit. Though I think that limit wouldn't be hard to change.On the map side... Hmm, I'm not sure. I can't think of any reason why you couldn't load two maps. At the moment they would just sit on top of each other, so you'd have to translate them somewhere different or do something to keep them from being visible to each other. hmm, that may take some sorting out I guess. Probably wouldn't be that hard though.
Torque Owner Jason Boyer
Can the V12 engine allow multiple player populated maps to be ran simultaneuosly on a single server?
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No game that I know of will let you do that yet, but you could try to convince the engine to try it. I don't think you'll be real happy with the results.
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If yes are there limitations on the number of maps??? numbers of clients???? What would be the limiting factors ie: processing power, bandwidth, or memory etc.
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Processing power is the biggest limitation, as having 2 maps doubles the amount of physics calculations, script interperators (however thats's spelled...) and doubles the bandwidth requirements. You can simulate it by running a dedicated server, and then trying to start another instance of it. (I don't know if many new games will allow that, many of them check for running instances and quit)
All in all, it's probly not worth the effort, unless a dedicated server is tons faster than it's fully graphical counterpart.