Coding for 32 Players - Page 2

Coding for 32 Players

Discuss the source code and development of Spring Engine in general from a technical point of view. Patches go here too.

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malric
Posts: 521
Joined: 30 Dec 2005, 22:22

Re: Coding for 32 Players

Post by malric »

Peet wrote:
malric wrote:A bit more on topic. A find it strange that the bandwidth is n^2. Shouldn't it be a linear function ?
n clients making orders, n clients to send them to

n*n

n^2
My mistake, I read the first post something like "for a client the host will send 2^n". You meant, the total amout, not the amount per client.

Anyhow from this topic:
http://spring.clan-sy.com/phpbb/viewtop ... h&start=20
someone said per player as host it used 1.5k - 2k per player. So I think at least some people should be able to host a big game.
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REVENGE
Posts: 2382
Joined: 24 Aug 2006, 06:13

Re: Coding for 32 Players

Post by REVENGE »

Ouch...that would mean 4096kbs of bandwidth necessary.
Last edited by REVENGE on 23 Apr 2008, 10:43, edited 1 time in total.
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smoth
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Joined: 13 Jan 2005, 00:46

Re: Coding for 32 Players

Post by smoth »

your post breaks the thread please fix it
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REVENGE
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Re: Coding for 32 Players

Post by REVENGE »

smoth wrote:your post breaks the thread please fix it
Hmm, fail post fails thread.
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bibim
Lobby Developer
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Joined: 06 Dec 2007, 11:12

Re: Coding for 32 Players

Post by bibim »

For information, here is an extract of the bandwidth usage graph of DediServ today (it was 5v5 and 6v6 games):
Image

But you need much more bandwidth than what is really used to offer a good quality of service (unless you set up specific QoS rules of course...).
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SwiftSpear
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Joined: 12 Aug 2005, 09:29

Re: Coding for 32 Players

Post by SwiftSpear »

woah... I would have thought that bandwidth usage would increase as the game went on as opposed to slowing down...

Also, is there any explanation of the games where the upload was so significantly larger than the download? Possibly lots of specs? Not that it's massively significant, but it would be neat to be able to figure out exactly what effect extra spectators have on a server (since they get blamed for lag all the time :? )
Tobi
Spring Developer
Posts: 4598
Joined: 01 Jun 2005, 11:36

Re: Coding for 32 Players

Post by Tobi »

SwiftSpear wrote:woah... I would have thought that bandwidth usage would increase as the game went on as opposed to slowing down...
Maybe this is because less micro happens (less CMDs/min) late game and/or maybe some players dropped? (This effect would need to be stronger then the increase in number of units per command.)
SwiftSpear wrote:Also, is there any explanation of the games where the upload was so significantly larger than the download? Possibly lots of specs? Not that it's massively significant, but it would be neat to be able to figure out exactly what effect extra spectators have on a server (since they get blamed for lag all the time :? )
I guess that could be specs yeah; after all they don't give orders so only traffic is for chat/ping and to send players' commands to them.
(ie. adding a player has the effect of increasing download of everyone AND upload of host, adding a spec has only the effect of increasing upload of host.)
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LordMatt
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Joined: 15 May 2005, 04:26

Re: Coding for 32 Players

Post by LordMatt »

I think that graph is more than one game.
Tobi
Spring Developer
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Re: Coding for 32 Players

Post by Tobi »

Yes, but I think the individual hills are single games.
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bibim
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Re: Coding for 32 Players

Post by bibim »

Yes, there are 8 games on this graph. The game starting at 17:26 was a game with one spec at start (during the game some players became spec also).
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