17.02.2013, 12:20
hm.. textdraws, gangzones, pickups, checkpoints, chat, other player positions+speed, objects, vehicles...
thats all stuff which requires some network bandwidth. i assume those limits are to avoid desyncs? when the server needs to send like 16 KBytes/second in order to sync 30 frames, its ok. add 250 playertextdraws with 100 chars each, thats 25KBytes raw data (per frame), 750KBytes already per second (@30 FPS).
all issues above will never disappear, due to bottlenecks/crappy/slow connections, but i know that with the increasing network speeds, some SAMP limits will raise up aswell - like it happened to objects: 200, 500, 1000 actually.
using a lot of RAM in servers/clients is possible, yet welcome. hence the tons of plugins using a lot of ram, like the MapAndreas plugin. at least 5 of my filterscripts depend on it, so its saving 4*70MB already, since it needs to load the plugin 1 time only.
thats all stuff which requires some network bandwidth. i assume those limits are to avoid desyncs? when the server needs to send like 16 KBytes/second in order to sync 30 frames, its ok. add 250 playertextdraws with 100 chars each, thats 25KBytes raw data (per frame), 750KBytes already per second (@30 FPS).
all issues above will never disappear, due to bottlenecks/crappy/slow connections, but i know that with the increasing network speeds, some SAMP limits will raise up aswell - like it happened to objects: 200, 500, 1000 actually.
using a lot of RAM in servers/clients is possible, yet welcome. hence the tons of plugins using a lot of ram, like the MapAndreas plugin. at least 5 of my filterscripts depend on it, so its saving 4*70MB already, since it needs to load the plugin 1 time only.