Players Limit
#21

Quote:
Originally Posted by SkizzoTrick
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LS-RP had 500/500 almost all the time before being attacked by DDoS
This would be awsome to raise the limit to 1000
LS-RP can't of had 500 / 500 players on the server as the highest peak of players they had is 490
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#22

Well, you better put 3000, reason? Russians for the win .
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#23

Quote:
Originally Posted by Calgon
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Major deserve of cookie.

Meh, tbh I don't really care. I already found 200 enough for a decent server. However SA:MP is (Somewhere amazingly enough) still growing in population, so I do understand that people are asking this question. I'm thinking 600-650 would be enough.
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#24

The sync isn't even good enough with 500 players. So there is no need to increase the limit to 1000 untill the sync is almoust perfect IMO.
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#25

Quote:
Originally Posted by [03]Garsino
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The sync isn't even good enough with 500 players. So there is no need to increase the limit to 1000 untill the sync is almoust perfect IMO.
It will never be perfect, nor will it almost be perfect. We're probably lucky to have sync the way it is with the methods of how SA-MP hooks to Single Player.
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#26

If we where supposed to have 1000 players, we wouldn't just need better servers, we would actually require better software. For the moment with 500 players, it still gets somewhat laggy now and then and buggy.
I wouldn't eve dream how terrible buggy 1000 players would be.

Server besides the point, if you have the connection, the server, it still would be quite buggy.

People would survive... anyhow, rather have more 500 player servers rather than 1 1500 / 1000 server.

----- Off topic
if Raknet doesn't support IPv6, i'm gonna wonder how the endgame will be, since IPv4 have been used up.
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#27

Quote:
Originally Posted by angryce
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If we where supposed to have 1000 players, we wouldn't just need better servers, we would actually require better software. For the moment with 500 players, it still gets somewhat laggy now and then and buggy.
I wouldn't eve dream how terrible buggy 1000 players would be.

Server besides the point, if you have the connection, the server, it still would be quite buggy.

People would survive... anyhow, rather have more 500 player servers rather than 1 1500 / 1000 server.

----- Off topic
if Raknet doesn't support IPv6, i'm gonna wonder how the endgame will be, since IPv4 have been used up.
IPv6 is irrelevant, there's practically only 10 public ISPs in the UK which have even released capability for IPv6, I imagine it's probably worse in the U.S and other large countries.

Forum software is irrelevant to concurrent users on a gameserver.
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#28

Actually, the Obama Administration has pushed a deadline to upgrade all federal websites to IPv6, and then soon after push public services(ISPs, etc) to upgrade to IPv6.
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#29

Quote:
Originally Posted by Calgon
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It will never be perfect, nor will it almost be perfect. We're probably lucky to have sync the way it is with the methods of how SA-MP hooks to Single Player.
Well, you saw the changes in the sync from 0.2x to 0.3a. I think it is possible to push it a lot more.
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#30

Quote:
Originally Posted by Djola
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Next Generation gaming always have 450/500 players
http://www.ng-gaming.net/zhao/500.png
You want to say that again?
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#31

Everything would take less than a minute to make, but then we would have useless, unoptimized, unstable, not consistent, ridiculous piece of shit instead of good multiplayer mod

My opinion: Increasing is good but only when RakNet will handle it without additional lag, The Other Mod can set the limit to 65535 just to show off because almost noone plays it, here some server sooner or later would hit 1000/1000 or sth similar and if it would cause problems it's better idea NOT to raise the limit

Also there are maybe 3-4 servers that really need it, so it's basically waste of time and resources to make something for 1% of servers, better do something for 99% of them, and optimising the net code that'd be needed for bigger limit could go to make lag compensation for vehicles (no more lag-PIT) or skins (less forward-shooting) [note that it has NOTHING to do with improving sync!]
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