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Re: Clients blink when running
[Re: Ran Man]
#130061
05/17/07 02:32
05/17/07 02:32
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Joined: Mar 2003
Posts: 5,377 USofA
fastlane69
Senior Expert
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Senior Expert
Joined: Mar 2003
Posts: 5,377
USofA
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Quote:
Or maybe my server computer which is a "1.6 GHz" is too slow?
It really all comes down to your architecture.
By this I mean it depends on how heavy you expect the load to be on your server for extended periods of time and how the clients and servers handle it.
In fact, once the MP game is up and running, there are two options for the server. So let's consider the two maximal server loads: heavy and light.
Heavy Load means lots of HD action, many calculations per millisecond, broadband throughputs maxed out, etc. It is being used as an application server or as a database server with thousands of transactions a second. It's resources always skirt the 20% mark and it produces LOTS of heat. In Heavy Load, the server is responsible for messaging AND collisions AND chat AND anything else that makes your game run. In heavy load, you are using a true client/server model with the server doing everything and the client merely translating information for the user.
Light Load means that server resources may occasionally spike but normally stay at or below 20%. It is still the central hub by which all players communicate but it is not doing anything on intelligent. It may sort the messages and prioritize them but it will not open them or perform any game or business logic. In Light Load, the server is managing messaging only (be it chat or system messages). It is routing what clients say and nothing more. In fact, it is little more than an intelligent Router which can set up an "internal" network of 3DGS clients. This is in fact a peer-to-peer implementation of 3DGS with the clients connected to the server the same way they would connect to a router in a LAN party.
So if your game is meant as a peer-to-peer (where client updates other clients), then 1.6 GHz is plenty. But if your game is meant as a client/server (where server updates all clients), then the heavy load on the server makes 1.6 insufficient even for a few players and in LAN.
In your game, when players join the server, does their load increase or does the servers? If the server increased, you are headed to a heavy load model. If your individual clients increased, you are under the light model.
Quote:
so apparently A5 templates are not so good in multiplayer mode maybe?
Are they good in single player mode? 
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