Seems you didn't get the point,
So what was the point?
Seems you didn't get the point,
Don't be crass, I was only giving a high level overview of their server hierarchy and how it's should work theoretically work from my own knowledge of real networking and server hardware. If you wanted a deeper explanation, perhaps you should ask the people developing it instead of posting crap like this.
Heheh, so what is the point?
So what was the point?
The point is that we have been through this before, there was also a lot of scepticism on how would CIG could use CryEngine to accommodate multicrew ships, large area maps without loading screens, seamless landings, dogfighting and fps, planetary landings, procedural systems etc. Btw there's nothing wrong in being sceptic just like there's nothing wrong in being excited for the possibilities.
Its scheduled to be finished at same time as stanton system will be finished.1000's in the same instance? That sounds too good to be true! Just 100 seems good already hehe. Looking forward to see that come true. Is there a time-line for that? Is it scheduled for 2.7 Update by the end of the year?
If anyone's up for more napkin math, here are more interesting stats from a developer of an actual fps game:
https://forums.taleworlds.com/index.php?topic=115099.0
That is game that works with 200 players on same server/instance, fps so data transmitted closer resembles what SC will be doing (where player is aiming, which WoW doesn't share I believe etc), with a physical gameplay (each weapon has weight, which impacts swinging speed etc, no click for insta hitscan dmg)
At a 64 player server each client will receive about 13-16 KiloBytes per second bandwidth
At our big server when there are like 150 people playing this goes up to 30 KiloBytes per second. I even have seen it at 45 KiloBytes per second with 190 players.
The relevant part from that link would be this:
64 player ~0.25KB/s
150 player ~ 0.2KB/s
190 player ~ 0.24KB/s
Take the worst (0.25 KB/s) and for 1000 players that would be 250KB/s
= 2000Kbit/s = ~ 2Mb/s line .. allow excess for bursting [70% usage of a line] you need 3Mb/s BW (downstream) to play Mount & Blade @ 1000 players.
Well then, don't go saying things like "well *really*, no one really has a fixed definition for what a server is!" and then immediately follow it up with "I don't know what I'm talking about"
You can't really complain when you get called out on things like that
e: honestly dude, that post was good only in the sense that it immediately informed the reader what to think of it, rather than it becoming clear over a period of time
You haven't explained anything. Your 'explanation' consists of a statement that redefines 'instance' half way through. Which you then justified by saying that " there is no real definition of what an instance is". Reducing your statement to an assertion that something undefined can do something undefined. Which is crass. Or crap. Or both.
Well considering that there is NO definitive definition of what an instance is... I fail to see how mentioning that invalidates what I posted because what it actually does is clarify that the word "instance" doesn't have a hard meaning and therefore can be used to describe what CIG is setting out to accomplish. So let's recap here, an instance could be described as multiple concurrent users connected to a game state (aka a shard) to an object being initialized within a program (http://whatis.techtarget.com/definition/instance). Seems to me that you are the ones that are confused here; oh that's right you guys fail at extrapolating anything beyond a black/white construct....my bad.
Well considering that there is NO definitive definition of what an instance is... I fail to see how mentioning that invalidates what I posted because what it actually does is clarify that the word "instance" doesn't have a hard meaning and therefore can be used to describe what CIG is setting out to accomplish. So let's recap here, an instance could be described as multiple concurrent users connected to a game state (aka a shard) to an object being initialized within a program (http://whatis.techtarget.com/definition/instance). Seems to me that you are the ones that are confused here; oh that's right you guys fail at extrapolating anything beyond a black/white construct....my bad.
You seem to be quoting a very general definition which doesn't really apply directly? How about wikipedia's definition:
"In massively multiplayer online games, an instance is a special area, typically a dungeon, that generates a new copy of the location for each group, or for certain number of players, that enters the area."
Like you, I'm no expert in the area, but even I can tell that this is a more relevant definition for an instance in the context we're discussing.
Now, I know you want to say "that just proves that it has no clear definition!" Understand that context-dependence is not the same as not having a clear definition. Would anyone disagree with the definition I list here, in the context of MMOs? I ask this genuinely. That would help answer the question of whether it has a definition.
e: in light of hairychris's comment, the above is from the definition of 'instance dungeon'. I don't know if that's relevant or not.
You seem to be quoting a very general definition which doesn't really apply directly? How about wikipedia's definition:
"In massively multiplayer online games, an instance is a special area, typically a dungeon, that generates a new copy of the location for each group, or for certain number of players, that enters the area."
Like you, I'm no expert in the area, but even I can tell that this is a more relevant definition for an instance in the context we're discussing.
Now, I know you want to say "that just proves that it has no clear definition!" Understand that context-dependence is not the same as not having a clear definition. Would anyone disagree with the definition I list here, in the context of MMOs? I ask this genuinely. That would help answer the question of whether it has a definition.
e: in light of hairychris's comment, the above is from the definition of 'instance dungeon'. I don't know if that's relevant or not.
The interesting part is where increasing number of players by 25% (150->190) increased traffic by 50% (~30kB->45kB), not sure this is linear. You can't squeeze in information about 1000 players in 250bytes, or the update rate/tick drops, will see if I can find any info on how they made 200 work
Yup - and when they doubled from 64 to 150 the "per player" dropped. Unfortunately it's not an exact science when doing this client side as a lot of the time it depends what is happening. I am sure doing activities like shooting and firing off missiles (in SC) will bump up the information required to be sent. Plus informing clients where pieces of debris are; effects of them being shot; shooting others; ship deformations; etc ... all adds up and IMO CIG is going to have to really bring their A game when it comes to optimisation time.
Planetside2 used different definition of an instance when breaking that record with 1158 players, it was on a continent that had some 20-30 instances by your definition (people not seeing each other), ppl really need to play it and join a 96vs96 instance to see how fidelicious it gets though, thet player you had last update about 5 seconds ago when he was climbing stairs/hill? He is happily strolling into the sky, next to the flying tank, your client does prediction, but not full emulation, so ground etc is not covered.
By playing planetside 2 in the beginning i can tell you how they achieved.
Cutting down on server controlled mechanics.
Like hit detection that is client side. People had hacks that made the server think somebody behind a mountain could shot everybody else just by pointing at the sky ect, or pistol were able to destroy a tank.Because they forced a hit detect through the hacks.
The more people are on a spot the closer you have to get for them to actually be shootable. It took some absurd moments, where you had a "view range" of 5m that essentially brought all combat to a halt and close quarters. Making it a grenade lobbing fest.
Other problems when the players count got to a point was that you had situations where your client didnt even rendered those people in your view range. Making you attackable by invisible people.
The next thing was the render ranges. In order to attack infantrie you had to be much closer before you could see them, while vehicles you could see from miles, and infantrie shoot at it. The vehicle coulndt shoot back because they were invisible.
Planes even worse. Depending on player count on a area, you could essential land on infantrie before you realized they are there. So infantrie with AA weapons, could shoot you on insane ranges, with invisible weaponfire and for you no way to bombard them back until you fly low enough for them to actually be hitable... again client hit detection, what your client didnt rendered wasnt hitable for you.
BUT it was playable in terms of lags ect beside the whole rendering problems, and those only got really out of hand when absurd numbers were fighting on one spot.
That's true, but it has massive compromises!
Quoting in full:
You don't really want to do that!
Now, I suppose that you can start doing clever stuff like, say having a "ship" instance with multiple users that interacts in with a parent "world" instance, but you won't get 1-1 with things like damage aka fidelity.
You seem to be quoting a very general definition which doesn't really apply directly? How about wikipedia's definition:
"In massively multiplayer online games, an instance is a special area, typically a dungeon, that generates a new copy of the location for each group, or for certain number of players, that enters the area."
Like you, I'm no expert in the area, but even I can tell that this is a more relevant definition for an instance in the context we're discussing.
Now, I know you want to say "that just proves that it has no clear definition!" Understand that context-dependence is not the same as not having a clear definition. Would anyone disagree with the definition I list here, in the context of MMOs? I ask this genuinely. That would help answer the question of whether it has a definition.
e: in light of hairychris's comment, the above is from the definition of 'instance dungeon'. I don't know if that's relevant or not.