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Maximum bps? #450719
04/21/15 10:05
04/21/15 10:05
Joined: Dec 2009
Posts: 82
D
Denn15 Offline OP
Junior Member
Denn15  Offline OP
Junior Member
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Joined: Dec 2009
Posts: 82
I was just wondering if there is any limit to how much data you send per second or if there is a certain amount that is a recommended amount for the average internet connecton speed.

Im trying to keep the bps as low as possible but i wonder if it is even nessecary. the multiplayer lite-c workshop says that for an online game that you should keep your games below 2000 bps, but i have also read somewhere else that your bps can be way higher than that.

What is a good recommended maximum bps?

Last edited by Denn15; 04/21/15 10:05.
Re: Maximum bps? [Re: Denn15] #450849
04/23/15 19:11
04/23/15 19:11
Joined: Jan 2006
Posts: 968
EpsiloN Offline
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EpsiloN  Offline
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Joined: Jan 2006
Posts: 968
I am not sure about this, but here's my thoughts on the subject.

I'm downloading with a minimum 125kbps and uploading with at least 64kbps worldwide.
Divide this to 32 clients, for example, and you get 2kbps to each client. But, this is all summed up in one connection.

You have 32 separate connections in my example, so I'm not sure, but I believe this means 64kbps for each client separately... In theory, its all one traffic until it gets to your provider and then it splits...so laugh what I'm saying is, that, its very unclear how much you can send.

Best advice, test it... I think your worst enemy is the latency, not the traffic.

PS.: You can easily find examples of traffic for CS (for example), but again, I'm not sure if this traffic should be all summed up or divided for each connection...


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Re: Maximum bps? [Re: EpsiloN] #450856
04/23/15 19:49
04/23/15 19:49
Joined: Dec 2011
Posts: 1,823
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Reconnoiter Offline
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Reconnoiter  Offline
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Posts: 1,823
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There's also traffic data about CoD. I think 2000 is one the safe side. You could probably try it yourself though, and e.g. enforce a high latency through an external program to simulate that someone joins from another country. Than check if the sending of package is stable by sending something easy to debug (like a enity xyz/position vector or some other changing number). Don't know for sure if that will work though, maybe someone else here knows.


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