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Old 11-07-2013, 03:07 PM
Splorf22 Splorf22 is offline
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Join Date: Mar 2011
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Quote:
Originally Posted by pasi [You must be logged in to view images. Log in or Register.]
I wonder how much of that is chalked up to aggroing the entire zone or the CT script.
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.
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