| ▲ | gafferongames 9 hours ago | ||||||||||||||||
If a normal game sends 2mbps, then 20mbps would be 10 times as many objects. | |||||||||||||||||
| ▲ | axus 8 hours ago | parent | next [-] | ||||||||||||||||
At the absolute worst, a room full of 32-players in Quake 3: Arena would be sending 120 kilobits per second to each player. Fortnite peaks at ~400 kbps during the initial 100-player drop and goes down from there. I understand that those are big budget games, but there is a lot of room for improvement in 10000 kbps. | |||||||||||||||||
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| ▲ | frollogaston 8 hours ago | parent | prev | next [-] | ||||||||||||||||
That's what I'm asking, seems like this isn't a normal game, but what specifically about it makes the bandwidth requirement so high? I know RTSes send inputs instead of state, but that has its own drawbacks. | |||||||||||||||||
| ▲ | mvdtnz 8 hours ago | parent | prev | next [-] | ||||||||||||||||
Even 2mbps would be on the extremely high side. I doubt many mainstream games, if any, use this kind of bandwidth. Excluding games that stream video of course. A 6v6 game of Forged Alliance (12 players each moving hundreds of units around, many with simulated projectile weapons) uses 0.3mbps. | |||||||||||||||||
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| ▲ | thunderfork 8 hours ago | parent | prev [-] | ||||||||||||||||
If you're using stream compression, 20mbps would likely be a lot more than 10 times as many objects (and you shouldn't be serializing the whole state every update, and... yadda yadda) You can fit a lot of game in 2mbit/s with a little bit of work. | |||||||||||||||||
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