[quote:3hlt05ml]could we agree that a single update could be at least 3.5kb and if it is by default sent 30times a second... then can we agree we are going to have a upload bottleneck on a 1mb/s line?
Absolutely, I will agree that 3-4kbytes updates, 30 times a second, will saturate a home-user 1mbit line !
Though 3-4kbytes is quite a lot to describe the actions, status and updates of one single peer. That's ~2000 int16 or float16, and since the peer won't be running any critical gameplay logic for security reasons, there's usually not much more to send than just player input and actions, and a few miscellaneous useful bits of data.
There are already lots of perfectly viable multiplayer games working with this limitation, including massively multiplayer ones.
What I don't understand is why you consider the number of peers a relevant factor when analysing the upload bandwidth on the peer side ; it's very possible I got your point wrong, in all the confusion about room, sizes, sessions, etc.
Agreed, and the number is just a number. He was talking 1,4,10 I still have no idea what that is -lol
1 game that is divided by location. Players in the north are connected via host1 and players in the south via host2 etc...
I was just putting a number. It could be 30, 50 depending on number in the area itself.
I think Duckfaceninja said somewhere he managed to get users to switch hosts with little or no issues. So dividing a large map (for ships, I think the OP was talking about) might be the way to go.
Agree 3.5kb is pretty big, but again it depends on the game...
I've been experimenting with a slightly different take on things, and I have had files as big is 35kb+ go out... obviously not every tick but it all depends on so many things.
webtrc isn't limited to multiplayer only
It might be packaged as such in C2, but it is capable of so much more...
I'm am thrilled everyone is wrestling this beast.... will shortcut dev time considerably.