![]() ![]() Local / Cloud Profiles Genre List Advanced Game UpdaterĮngine Crosscheck v 1.4 - for Games running withĢD List - Request Profile - Make Submission More info is below on data and data sizes.Game engines and VR Reviews for AssaultCube: Reloaded with VorpXġ019 VorpX Games / 208 Engines / 2887 Games If you still don't understand any of the terminology, or are completely confused, you should probably reconsider hosting servers. A doubled number of players will quadruple your uplink bandwidth needs.Īverage Incoming Data: n * 1700 Byte/s = total Byte/second downloadedĪverage Outgoing Data: n * ( ( n - 1 ) * 1700 ) Byte/s = total Byte/second uploaded Data size Info This means that the server uplink bandwidth increases with the square of the player number. The server will send the data of every player to all other players, so every additional player will increase the amount of data and the number of recipients. These theoretical maximum values are in mega bits divide by eight (8) for mega bytes.ĭon't be shocked these traffic values are calculated for a 24/7 server being full all the time.Įvery second, any player will send the server up toġ000 Bytes data plus 700 Bytes protocol overhead = 1700 B (1.66 KiB) per player per second Most home users have ADSL, so the downlink (download speed) is faster than the uplink (upload speed)! Do not mix up the two, or your server will probably lag so bad everyone rage-quits until you resolve it! If you are unsure if your speed is enough, use. ![]() ![]() You do not need to fulfill these requirements, but they guarantee minimal lag. Anyway, modern computers have that much power (and AC(R) is very client-orientated) that you usually don't even notice a server running in background. About 2 to 20MB of RAM (usually around 5MB) is sufficient to run the server.It's no longer the 20th century! The Pentium 4 went out in 2000! We obviously exceed this requirement. ![]()
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