sa-mp limits
#8

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.
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Messages In This Thread
sa-mp limits - by zgintasz - 17.02.2013, 08:33
Re: sa-mp limits - by Rock - 17.02.2013, 09:05
Re: sa-mp limits - by zgintasz - 17.02.2013, 09:17
Re: sa-mp limits - by Rock - 17.02.2013, 09:18
Re: sa-mp limits - by zgintasz - 17.02.2013, 09:45
Re: sa-mp limits - by MicroD - 17.02.2013, 10:47
Re: sa-mp limits - by Basssiiie - 17.02.2013, 11:44
Re: sa-mp limits - by Babul - 17.02.2013, 12:20
Re: sa-mp limits - by Sinner - 17.02.2013, 20:03
Re: sa-mp limits - by Y_Less - 17.02.2013, 20:25
Re: sa-mp limits - by ViruZz - 17.02.2013, 20:30
Re: sa-mp limits - by TheArcher - 17.02.2013, 20:54
Re: sa-mp limits - by Y_Less - 17.02.2013, 20:55

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