I've been wondering about the netcode...
by Kyrah Abattoir · in Torque 3D Professional · 03/31/2010 (9:25 am) · 4 replies
What are the theorical limits of T3D's netcode, and what is exactly making them (hard limits? soft limits?), and if they are mostly soft limits, how could they be simply ... raised ?
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#2
04/01/2010 (1:03 pm)
I was under the impression the engine had been tested with much higher player counts even as far back as the Tribes 2 era. Didn't T2 itself support 64-player matches?
#4
What was my question is more of a "as i raise the number of players on my server wich part of the system will start to bottleneck first.
So lets say i implement some sort of draw distance in my fps game, could it be possible to not send to clients update packets for players that are too far from them?
that would effectively supress this bottleneck as long as all the players do not decide to gather at the same place right? or is this already implemented in the netcode?
another distance based idea would be like... scaling the update packet rate based on the distance from the target?
04/02/2010 (6:36 am)
yes i remember fondly about this, curiously it seems most modern games have trouble doing this.What was my question is more of a "as i raise the number of players on my server wich part of the system will start to bottleneck first.
So lets say i implement some sort of draw distance in my fps game, could it be possible to not send to clients update packets for players that are too far from them?
that would effectively supress this bottleneck as long as all the players do not decide to gather at the same place right? or is this already implemented in the netcode?
another distance based idea would be like... scaling the update packet rate based on the distance from the target?
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But if you're talking about stuff like number of players and whatnot, the stock player class will probably max out the average broadband at ~50 or so players.