How do you have 64 players in a multiplayer session?

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genaral_mitch
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How do you have 64 players in a multiplayer session?

Post by genaral_mitch »

How do you have 64 players in a multiplayer session? I've seen 64 on SWGO's jedi battle arena.
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Re: How do you have 64 players in a multiplayer session?

Post by mswf »

I think (I don't know for sure) that you'd have to run your own dedicated server for that. (on another computer that's turned on 24/7)
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Re: How do you have 64 players in a multiplayer session?

Post by genaral_mitch »

Guess i'm not gonna do that. Oh well, thanks anyways.
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Re: How do you have 64 players in a multiplayer session?

Post by Twilight_Warrior »

You can run one without a ded server. And you can close it at anytime, then reopen it when you're logged on.
I assuming you can't get past 4 players per server, or else you'd probably figure out how to get 4, 8, 16, 32, or 64 players in a server.

Anyway, you go to your options, and under the Internet tab, there should be something that says "Bandwith" and the options says something like 64K. You change this to the highest setting you can (6M?). Then, when creating your server, go to host options and change the number of players in your server. Voila.
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Re: How do you have 64 players in a multiplayer session?

Post by genaral_mitch »

Thanks so much! I just got it to work!
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Re: How do you have 64 players in a multiplayer session?

Post by FragMe! »

You will also notice JBA has throttled it back to 48 now.
To run a server with 64 players you need a really, really, really good internet connection or it will just be a lagfest.
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Re: How do you have 64 players in a multiplayer session?

Post by VF501 »

At minimum for 48+ players I think you need a 20/20 symmetric line (20mb/s download and 20mb/s upload), and for SWBF2 at least a Dual Core at 2.5GHz or greater with 3-4GB RAM. Vid Card is un-important if you're running dedicated. If its a listen server, then you'd need a better system.
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Re: How do you have 64 players in a multiplayer session?

Post by Battleffront_Conquer »

I dont think those are anything needed to run SWBF2 over the internet, weather hosting dedicated or otherwise, its purely internet speed that determines lag and overall game quality
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Re: How do you have 64 players in a multiplayer session?

Post by [RDH]Zerted »

The server must be able to handle processing and validating all the player's actions as well as controlling all the bots. Only the video card and the memory used by graphics isn't needed much.
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Re: How do you have 64 players in a multiplayer session?

Post by VF501 »

Battleffront_Conquer wrote:I dont think those are anything needed to run SWBF2 over the internet, weather hosting dedicated or otherwise, its purely internet speed that determines lag and overall game quality
Disclaimer: If any of the following terms are not understood, Google is your friend.

Most dedicated game servers are either a Intel Xenon/Itainium Quad/Octocore, or some variation of a Quad core in general. With at least one Virtual Machine running for each Core. Standard player slots number between 12 and 24 for each VM, and the clock frequency of the CPU is anywhere from 2.0GHz to 3.4Ghz. Then there is usually 1GB of ram in use by each VM, sometimes 2GB depending on the game.

For a 48-64 player SWBF2 game I said those specs because zeroengine does put alot of load on the CPU. Plus 48-64 is easily 2-3x more then standard slot counts, so it requires more overhead to handle the AI, loading, scripts, and data handling for each player in the world space of the map.
More so if its a mod that has persistent stats, or there is a server/admin plugin that tracks player data.

Lag (network latency) is only affected by the connection speed, which is primarily the upload speed of the servers connection and its bandwidth. At 1-4 people your upload can be as low as 1mb/s (avg home connection) with no lag. At 5-8 around 2-3mb/s, for 20+ I'd say 15-20mb/s (usually a T1/T3, not to sure as I'm not on the up and up in networking info) so you have the overhead to ensure lag free gameplay.

Once the TCI/IP stack is done with for player connections (initial connection and trade of server/client info), all the game data itself is sent over the network as a UDP stack (each stack has its own purpose but sends data via packets), which with packet loss due to latency causes lag. This is why upload speed is important, a higher upload means more data can be sent out faster, so it can support more people.
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