ID:1859815
May 27 2015, 4:28 am
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I know nothing about servers except for the most basic way they work, so I wanted to ask a question. If I was purchase a shell server of a pretty good capacity, how many players would it hold without lag/with max lag? And is there a way to get more expensive shell servers that can hold more people?
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May 27 2015, 5:03 am
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Lag wont be the issue, the issue is how well the game is done so it wont use alot of CPU, the 10 dollars Shell servers with a very well optimizated game can hold 150-200 people. If the game its very unpolished and buggy, maybe 25-50.
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In response to Zasif
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Zasif wrote:
Lag wont be the issue, the issue is how well the game is done so it wont use alot of CPU, the 10 dollars Shell servers with a very well optimizated game can hold 150-200 people. If the game its very unpolished and buggy, maybe 25-50. It's hard to believe that a game can reach >150 players, I have seen 125, and the Shell Server was quite expensive. Even if the game is pretty well optimized, it'd be impossible due to BYOND's performance. I'm not saying it's a bad engine, but it's not meant to hold that amount of players in a single player due to the few client-thread procs. |
*huhuhuhuhuhuhuhuhuhuhuhuhuhuhu*
http://www.byond.com/games/S10Games/DragonKi |
In response to Zasif
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Zasif wrote:
*huhuhuhuhuhuhuhuhuhuhuhuhuhuhu* Well, yeah, I just saw that one. But it's a simple rip, with a bunch of commands that do nothing, and all you have to do is train. There are no complex systems or anything going on... But yeah, you got a point: games can actually hold 150 players. |
Look at the complexity of SS13. I've seen servers reach upwards of 120 people on them.
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Hmm I see. Is there a way to purchase more expensive servers that can hold maybe a thousand people? Or would it not be possible due to the way BYOND is set up
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In response to AnimeBeyond
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AnimeBeyond wrote:
Hmm I see. Is there a way to purchase more expensive servers that can hold maybe a thousand people? Or would it not be possible due to the way BYOND is set up Not possible due to BYOND. Contact me here - http://byondpanel.com I have a range of Dedicated servers ranging from Enterprise CPU's Xeon E3, E5's to i5 - i7's all with DDoS protection. Let me know what you need/want and I'll work out a nice deal for you. |
It might be possible to hold 1000 people per server, but the biggest games have typically only reached up to a little over a hundred. I think that some of them could handle more with more efficient code, and of course not increasing the frame rate helps a lot.
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In response to Lummox JR
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Not true Lummo, unless its a Chat Window Maybe? and Low FPS really? we are in 2015 anything below 30-60 shoudnt be played, and if you have alot of things that sucks out all the CPU I dont see any game no matter How awesome coded it is will reach over 200players per server.
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In response to Zasif
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Truthfully I don't know what the realistic limits are. The games that have pushed those limits the most have sometimes had in excess of 100 players. However, a lot of those games also have been hamstrung by inefficient design ('cause let's face it, a lot are rips); the flip side is that not many of them have higher frame rates.
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When I had about 175 people CPU was stedy at 30-60% usage depending on what actions people was doing, once we reached 215 players it started going -10%-20% Fps thats when we had to reboot. xD
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I think it's possible, depending on the game in question. The problem, like Lummox suggested, is inefficient practices: spawn() abuse, loop abuse, useless variables, using Del() instead of the GC - the list goes on.
Since programming efficiently takes time, I think you'll find that most people choose the alternative (rapid development) and almost never consider efficiency until it becomes a problem, versus meticulously designing their game to run at its best from the get-go. |
In response to FKI
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I would suggest that fixing a program for efficiency takes time. Designing it to be efficient from the outset isn't all that hard; it just takes mindfulness.
Even projects designed for efficiency might discover down the road that a different way of doing something might improve performance, so refactoring is inevitable. But the less you have to do when the time comes, the better--and the later that time will come. |