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Odin_Tyralothe
Game Owner
Profile: Odin_TyralotheNWN
NWN: SoU
NWN: HotU
NWN 2


Joined: 03 Sep 2004
Posted: Thursday, 05 November 2009 02:33AM
1)
I've read in a few places here that excessive placeables in an area can cause server lag. I can see how more data could cause lag on the users end due to increased GPU usage, but... connection lag?

How many objects in an area is excessive?

2)
Is there any way to determine your max player count ?
I've read ~50mhz CPU/ player...
How about bandwidth ?
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FunkySwerve
Game Owner
Profile: FunkySwerveNWN
NWN: SoU
NWN: HotU
NWN 2
Mass Effect PC


Joined: 19 Nov 2003
Posted: Thursday, 05 November 2009 08:10AM
Re: number 1, data is streamed to the client for each placeable - more places causes more data to stream. Further, it can generate server lag, since the server loads data from each placeable every time it enters a player's perception. Even a couple hundred placeables packed into a fairly small area can have this effect. Generally, we have 100-150 per 8x8 area (note that player perception range is smaller than areawide - 15.0 if memory serves (I KNOW that's talk range, anyway, not 100% if that's also perceptual range). You'd need 40.0 just to reach all the edges of an 8x8 area at once.

Funky
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Higher Ground Legendary Level System for levels 41-60
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captain_frostbyte
Game Owner
Profile: captain_frostbyteNWN
NWN: SoU
NWN: HotU
NWN 2


Joined: 13 Nov 2005
From: Great White North
Posted: Friday, 06 November 2009 10:06PM
max player count is a tough one, it depends on the type of module you are creating/hosting, host OS (sorry guys but after lots of testing it's REALLY hard to make windows as efficient as a stripped down linux install- and yes i do this for a living), hardware, internet connection, and of course how your module was scripted...

PVP heavy/arena servers are more bandwith intensive per player as they tend to have more people in one area. so that the movement of every player in the perception area has to be sent out to every OTHER player in the same perception area...

RP/PVM type servers tend to be more memory intensive, as players are spread out accross more area's.

Most of my experience is with PVP servers, and have found that i use 80-100 mhz per user on windows and 50-60Mhz on linux (same mod, same hardware) but i've had a hard time breaking 36 users on any DSL/Cable connection for PVP. mostly because the upload speed is more limited... it's easy to ber 5 or more Mbps download speeds, but 600 to 800 kbps is the normal limit for upload speeds.
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FunkySwerve
Game Owner
Profile: FunkySwerveNWN
NWN: SoU
NWN: HotU
NWN 2
Mass Effect PC


Joined: 19 Nov 2003
Posted: Saturday, 07 November 2009 04:10AM
Just a quick note - player perceptual range is actually 35.0, not 15.0. Thanks to acaos for the correction.

Funky
_________________
Higher Ground

Higher Ground Legendary Level System for levels 41-60
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