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How much players can be synchronized on one dedicated server?

Discussion in 'Multiplayer' started by Deleted User, Jul 23, 2015.

  1. Deleted User

    Deleted User

    Guest

    Hi there,

    i just want to know, how much ccu's UNet can handle?
    Are 100 players on one server to much? (Of course with an Area of Interest on all players and objects)

    Are there any "load" tests?
     
  2. Mabenan

    Mabenan

    Joined:
    Feb 7, 2014
    Posts:
    132
    It depends on the specs of the server
     
  3. Deleted User

    Deleted User

    Guest

    Ok, so it means if i have a dedicated server with this specs:
    • 1 quad core CPU (e.g., Intel Xeon 3440, E3-1230 etc.)
    • 8 GB RAM
    • 1 GBps NIC / uplink port speed
    Photon says, it can handle about 1000-2000 players with this specs, UNet too?
     
  4. Snownebula

    Snownebula

    Joined:
    Nov 29, 2013
    Posts:
    174
    How many do you think I could get on my dedicated server with these specs:
    • 4 Hexcore Xeon E7450
    • 128 GB ram
    • 8 GB/s NIC
    • 15 TB hd space
    • 1 GB fiber internet connection
     
  5. digiross

    digiross

    Joined:
    Jun 29, 2012
    Posts:
    323
    I've been researching this topic for a new multiplayer game I've started.

    The type of game and scope will ultimately determine what's possible. An multiplayer FPS is going to require the most bandwidth, a turn-based multiplayer the least. You could have a large dynamic world with a lot of players or a small niche market game that won't be the next WOW but have a loyal fan-base following.

    Basically it boils down to the amount of data your transferring between client and server. The more data you transmit the fewer players you can have therefore requiring more servers.

    If you have a host that offers multiple server configs and/or custom configs then start with one setup and upgrade as you need.

    For my project I'm doing everything humanly possible to limit the per player bandwidth so my game will work harder/smarter and therefore require fewer servers to save operating costs.

    Note: I'm at work so don't have the time for the geeky number crunching, someone else may have time to provide.