3 ms·
A contemporary broadband connection can manage way more than 100 simultaneous characters. You only need to send an updated position and direction on every fram
by devit 5y ago
A contemporary broadband connection can manage way more than 100 simultaneous characters.
You only need to send an updated position and direction on every frame, which can fit in 10 bytes (16-bit screen space fixed point coordinates, 3 position coordinates + 1 orientation + one 16-bit animation/action ID).
With a 100mbps connection you can send 160 KB per frame at 60fps and thus support 16K characters.
- clappski 5y ago100mbps is much much faster than a the majority of consumer broadband connections, I don’t think that’s a particularly realistic figure. Don’t these games have to support a lowest common denominator type speed rather than a fantastic one? I’m not in game dev so not sure if there’s ways to get around things like that
- devit 5y ago100mbps is at or below entry level for fiber in major cities, and outside major cities it's what Starlink claims to provide, and also in the VDSL and 4G range. A "fantastic" customer connection speed currently would be 2.5gbps or 10gbps.
- otabdeveloper4 5y agoDo you know anybody who doesn't use WiFi to connect to the Internet? I don't. (But maybe I just don't know any professional gamers.) And 100mbps is not realistic for modern WiFi setups.
- fulafel 5y agoYou can do a lot more compression and encoding. The data is very regular and you can use pretty low precisions, even lower if server tracks the accumulated error at the client. Most players aren't moving on every tick. Network tick rate is typically much slower than fps with interpolation used in presentation. Players typically move in very constrained ways (walking speed is constant). Etc.