Soo... how would an MMO be feasible?
For example a game like WoW where thousands of users can connect to a "single" global virtual world server (likely load-balanced distributed cluster)... I mean, it's not as if all of those thousands of player positions are streamed to all players?
Regardless of the server bandwidth throughput capacity, say you have 1000 players, 30 bytes per position packet at 30 Hz, that's almost 1MB/sec download which for many clients may be too large??
What are good practices?
One I see, what is somewhat convoluted and complex, is to do server "rendering" of the scene and players for occlusion query testing and only send player positions to those who are visible to eachother... but that would probably be too huge of a cost cause you'd need to render from all players frustums and do occlusion queries for all players * all players :x
I guess maybe that's where smart load balancing can come into play? Heh?
I'm really looking for the "utmost critical necessity" for an MMO to be feasible (network wise. client rendering performance aside)... Not necessarily super high end AAA+ techniques, but both wouldn't hurt
Edited by 3TATUK2, 18 October 2013 - 07:26 AM.