5 ms·
Fortnite has to handle 100 players on the same process, very different from 128hz @10players max.
by Thaxll 1y ago
Fortnite has to handle 100 players on the same process, very different from 128hz @10players max.
- charcircuit 1y agoThat's not an excuse to give up on performance. The map is also much bigger which spreads people out.
- robertlagrant 1y agoThat's like saying Valorant have given up on performance at only 128 ticks for 10 players.
- bakugo 1y agoNowadays it's more like 20 players and 80 bots, so a lot less networking stuff going on, and the bot AI is so basic that I doubt it has a significant impact on server performance unless it's very badly implemented.
- senkora 1y agoAs long as some games (e.g. tournaments, ranked unreal) need to be mostly human, the software still needs to be able to handle it. But it wouldn’t surprise me too much if those use a higher tier of hardware.
- Thaxll 1y agoAI is more expensive than a regular player.
- furyofantares 1y agoIn my experience you can do reasonable bots cheaper than sending network updates to a regular player. Thats just straight up, but you can also tick their logic way less than every update if you want. Even more way-less if nobody is near them or spectating them. Also some stuff you might want to calculate for them to use to make decisions can be shared among all bots.
- parineum 1y agoAn advantage to bots is that the server can trust them. It doesn't need to do any verification of input since it can trust that they aren't cheating (except they probably are...).
- bakugo 1y agoAs I aluded to in my post, how expensive the AI is depends entirely on how complex and optimized is. Remember that the process of encoding and sending packets to a client and receiving/decoding/processing the client's packets in turn is completely skipped for bots. Fortnite bots are very barebones and are only capable of performing a handful of simple tasks in repetitive ways. It's entirely plausible that the code responsible for governing their actions is fast enough to be less expensive than networking a real player.
- acron0 1y agoAlso assumes that the bots coexist on the server. My first thought would just be to connect them like any other client, with compute of their own so the server doesn't even know it's a bot.
- NoPicklez 1y agoBF3 & 4 had 64 player maps with tick rates over 100hz in the end. Yes it wasn't the default but they still existed.