Re: Bandwidth
"Javier Arevalo" <[email protected]> Tue, 21 Sep 2004 10:23:50 +0200
| Newsgroups | gmane.games.devel.general |
|---|---|
| Message-ID | <[email protected]> |
Memory is fuzzy, but here I go. Praetorians (RTS using standard fare lock-step multiplayer) peaked at about 8K/s on a server with 8 players (server collects input packets from all clients and resends them to every client, 5 times per second). Well, higher than that if all players decide to start frantically banging their keyboards / mice. Average bandwidth would be much lower because the low frequency of commands during actual gameplay, but we never bothered checking it; perhaps 2-3K/s. Brett Bibby wrote: > Can anyone with a _shipped_ network-enabled (WAN, not LAN) title > comment on how much bandwidth is used for your game? I'm trying to > understand the network bandwidth needs for a variety of game types, > so the game type (name is even better if you can disclose) and the > bits/bytes per second throughput would be appreciated. > > I have done a lot of googling and it seems there is a big difference > between the games that shipped and those that are in development in > terms of usage, so I'm hoping to limit the information to actually > shipped titles and real-world numbers. -- Javier Arevalo Pyro Studios ------------------------------------------------------- This SF.Net email is sponsored by: YOU BE THE JUDGE. Be one of 170 Project Admins to receive an Apple iPod Mini FREE for your judgement on who ports your project to Linux PPC the best. Sponsored by IBM. Deadline: Sept. 24. Go here: http://sf.net/ppc_contest.php _______________________________________________ Gamedevlists-general mailing list [email protected] https://lists.sourceforge.net/lists/listinfo/gamedevlists-general Archives: http://sourceforge.net/mailarchive/forum.php?forum_id=557