
One thing I do not understand and maybe you can explain this to me is, how does it negatively impact the PVE playerbase if you optimise the netcode a bit more and a bit faster? How will this alienate the main playerbase? If anything, there are also many PVE servers that allow for up to 50 players just like the PVP ones. Where is the money in alienating the grand majority of your player base? Postat inițial de SylenThunder:Why would any company that cares about it's player base, design code to appease 3-5% of the players at the cost of negatively impacting the other 95-98% of it's players. You aren't going to get anywhere close to that when you're renting. And this was hardware that had previously housed a fully fledged AI. The game client is simply not capable of handling more data.ģ0 players on a 12k map was a hard limit before we started seeing corruption. I basically had access to an entire rack that was built to run an enterprise AI all to myself for the duration. (Offhand it was 10 drives in RAID-0, but may have been 20 in RAID-10) Network between the host and the clients was 10G fiber to 1G Switches straight to the PC's. I tested on a full cluster with a 128-core EYPC (2圆4), 256GB DDR4 Quad-channel, and drive bandwidth of 45GBps using an array of Intel Optane drives. (Yes there are server that claim to host this.)Īnd just to define that hardware in a little more detail. I was only able to achieve 30 players stable when I was running on some very extreme hardware.

I have put exhaustive effort into testing, and the max stable for 95% of the systems out there is 20 players. First off, the supported player count is 8. Postat inițial de Generic indie game dev:Will we thus really have to shoot teleporting players on 30-50 player servers forever while you remodel the zombies for the 20th time? It's 2021 now, it's considered normal to invest at least some 10 000 $ into a netcode for a multiplayer game.
