Minimum connection required for Warzone?
Posted: 09 Mar 2008, 07:50
I took another look at the network code for 2.1, and found a fix for the sync issues--at least it works locally, will need more testers though.
However, the fix can be a bit harsh on the bandwidth of people who have dial up modems.
Here is the crux of the matter. (Too bad we don't have a code talk forum Kamaze... :-\)
The game has a cap of around 300 units.
The HOST is in charge of himself, and all the AI players.
This means 300 * # of AI players.
For 1 player we could use up 1200 bytes (max 300 units) + some packet overhead. (this is JUST for unit orders)
If HOST is hosting a 8p map, with 2 humans, then that would mean 1200 bytes * 7 or 8400 bytes.
I know that the odds of each player having built 300 units is a bit far fetched, but you get the picture.
Then we have structure building/damage/destruction. We also have power & score & hearbeat, and something else I forgot.
Now all that happens every frame. We currently have it set the fps to 60 as a limit.
That means if you increase it, then there will be more data sent the faster you increase your fps. (yes, I know there are ways to avoid this, but that is beyond the scope of the info I am looking for, right now.
Doing some tests, I am running around 10Kps upload (client) and ~24Kps download (HOST) on a 4p game. (2H + 2 AI)
The question is, is this a issue for anyone?
Is that too high?
Do people still play this game on dial-up modems?
Doesn't seem we can create polls anymore, so respond in this thread.
Thanks!
However, the fix can be a bit harsh on the bandwidth of people who have dial up modems.
Here is the crux of the matter. (Too bad we don't have a code talk forum Kamaze... :-\)
The game has a cap of around 300 units.
The HOST is in charge of himself, and all the AI players.
This means 300 * # of AI players.
For 1 player we could use up 1200 bytes (max 300 units) + some packet overhead. (this is JUST for unit orders)
If HOST is hosting a 8p map, with 2 humans, then that would mean 1200 bytes * 7 or 8400 bytes.
I know that the odds of each player having built 300 units is a bit far fetched, but you get the picture.
Then we have structure building/damage/destruction. We also have power & score & hearbeat, and something else I forgot.
Now all that happens every frame. We currently have it set the fps to 60 as a limit.
That means if you increase it, then there will be more data sent the faster you increase your fps. (yes, I know there are ways to avoid this, but that is beyond the scope of the info I am looking for, right now.
Doing some tests, I am running around 10Kps upload (client) and ~24Kps download (HOST) on a 4p game. (2H + 2 AI)
The question is, is this a issue for anyone?
Is that too high?
Do people still play this game on dial-up modems?
Doesn't seem we can create polls anymore, so respond in this thread.
Thanks!