Quote:
Originally Posted by pasi
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I wonder how much of that is chalked up to aggroing the entire zone or the CT script.
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The problem the server has is that it has to update the position of N 'things' to M players. So with 100 players and 100 mobs it has to send 200 position/velocity tuples to 100 players multiple times per second. So from the server's perspective each update is 200 units * 100 players * 50 bytes (assuming 25 bytes header and 6 4-byte position/velocity fields) = 1MB. If you're trying to do this 10 times per second that can add up, and remember this is a quadratic algorithm. Quadratic algorithms do not scale well.
If we assume there is only 1 mob, it's pretty easy to solve for the number of players which will cause the same number of updates: 140.
There isn't really a good solution to this, but its probably better to gracefully degrade under pressure and update less frequently and hopefully in a semi-intelligent manner.