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Their goals were ambitious, but hardly impossible. It's not realistic to handle an arbitrary number of players interacting within a small space, sure. That lim
by TillE 5y ago
Their goals were ambitious, but hardly impossible.
It's not realistic to handle an arbitrary number of players interacting within a small space, sure. That limit is probably in the hundreds. But a zillion players all within the same game world? Yeah, why not? That's really easy if you're talking about a big universe that doesn't have the entire population congregating in the same place.
- aeternum 5y agoEspecially in a unicast environment. There are ways to handle it though, like let only a limited number of people land or enter a given stations. The real world has capacity limits, both physical and rule-based (fire-codes). Implementing these shouldn't be very hard and wouldn't necessarily break immersion. Lots of ships congregating at a random point in space could be a bigger issue though.
- YXNjaGVyZWdlbgo 5y agoIt's impossible with cryengine.
- Tostino 5y agoWhy? The networking code is entirely on them to get right. What does Cryengine have to do with efficiently updating a giant number of players with movement / action information?
- Tostino 5y agoIt's higher than hundreds. I had 150+ player raids on a private L2 server I hosted back in the day on an Athlon X2 with 4gb of ram. I had 50 player raids when that server was hosted on a spare P3 800mhz 512mb ram box I had in the closet. This was not efficient software, l2j had so many issues I recognize now that I've worked a decade in the software industry, but it worked!