I made a server (on my own) that handles 12,000 simulated players, connected with TCP sending in average one random command every 5 seconds to about 70 other players per second.
There were no AI or heavy math functions on either the client or server side, the server side did state updates on 1/3 of all the commands.
Response time was between 10 and 30 ms (clients were connecting from another machine on the local network).
You can see the results in more detail here:
http://www.next-gen....7_39_report.txt
You can download the source of the server here if you want to play around with it, the license is BSD:
http://www.next-gen....e&id=2&Itemid=3
Show differencesHistory of post edits
#3flodihn
Posted 18 September 2012 - 01:32 PM
I made a server (on my own) that handles 12,000 simulated players, connected with TCP sending in average one random command every 5 seconds to about 70 other players per second.
There were no AI or heavy math functions on either the client or server side, the server side did state updates on 1/3 of all the commands.
Response time was between 10 and 30 ms (clients were on another machine on the local network).
You can see the results in more detail here:
http://www.next-gen....7_39_report.txt
You can download the source of the server here if you want to play around with it, the license is BSD:
http://www.next-gen....e&id=2&Itemid=3
There were no AI or heavy math functions on either the client or server side, the server side did state updates on 1/3 of all the commands.
Response time was between 10 and 30 ms (clients were on another machine on the local network).
You can see the results in more detail here:
http://www.next-gen....7_39_report.txt
You can download the source of the server here if you want to play around with it, the license is BSD:
http://www.next-gen....e&id=2&Itemid=3
#2flodihn
Posted 16 September 2012 - 01:51 PM
I made a server (on my own) that handles 12,000 simulated players, connected with TCP sending in average one random command every 5 seconds to about 70 other players per second.
There were no AI or heavy math functions on either the client or server side, they server side did state updates on 1/3 of all the commands.
Response time was between 10 and 30 ms (clients were on another machine on the local network).
You can see the results in more detail here:
http://www.next-gen....7_39_report.txt
You can download the source of the server here if you want to play around with it, the license is BSD:
http://www.next-gen....e&id=2&Itemid=3
There were no AI or heavy math functions on either the client or server side, they server side did state updates on 1/3 of all the commands.
Response time was between 10 and 30 ms (clients were on another machine on the local network).
You can see the results in more detail here:
http://www.next-gen....7_39_report.txt
You can download the source of the server here if you want to play around with it, the license is BSD:
http://www.next-gen....e&id=2&Itemid=3
#1flodihn
Posted 16 September 2012 - 01:39 PM
I made a server (on my own) that handles 12,000 simulated players, connected with TCP sending in average one random command every 5 seconds to about 70 other players per second.
There were no AI or heavy math functions on either the client or server side, they server side did state updates on 1/3 of all the commands.
Response time was between 10 and 30 ms (clients were on another machine on the local network).
You can see the results in more detail here:
http://www.next-gen.cc/uploads/2010_5_25_23_37_39_report.txt
You can download the source of the server here (Its BSD license):
http://www.next-gen.cc/index.php?option=com_content&view=article&id=2&Itemid=3
There were no AI or heavy math functions on either the client or server side, they server side did state updates on 1/3 of all the commands.
Response time was between 10 and 30 ms (clients were on another machine on the local network).
You can see the results in more detail here:
http://www.next-gen.cc/uploads/2010_5_25_23_37_39_report.txt
You can download the source of the server here (Its BSD license):
http://www.next-gen.cc/index.php?option=com_content&view=article&id=2&Itemid=3