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So I just came up with this idea for how to make over 50 player servers, alright so here is how it works
there is multiple servers but the servers end data to each other of every players location and attire
Would this be possible? |
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Like Lets say There is 2 Servers
Server A:Player1,Player2,Player3
Server B:Player5
Server B Send Player5's Location to server A and Server A send player 1 2 and 3's location to server B |
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would be a lot of latency with player's movements
you would not want to do this with a FPS or something of that sort.
this might work with something like a turn-based RTS. |
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Wouldn't that lag... a lot. |
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Worried About the lag of tracking the player location, a football game has this and there replays are very slow and low framerate
could I make it smooth in any way? |
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Then again, Unions?
And Filtering Enabled. |
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Loading characters and their positions in each server is not feasible, however for an RTS (like kamikaze mentioned) it is possible through HttpService.
For a football replay, maybe you should just collect all the data (there'll be lots of it), send it off to your web server and using httpserver get that data on 49 other servers and interpret it. It won't be possible to make a live football game doe.. |
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and by data I mean, player information, position, ball locations - all that fun stuff. |
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No that was just a example of how laggy it is to track player position |
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If you do it right, it's possible. |
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I would test this, but there is no way to get >50 people in a game for testing |
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It would be cool to see, if this is done right when roblox holds a special event instead of 50, thousands of people can see them
I dont think its that big of a strech if its just a build |
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Good luck compressing the data to a level that won't overflow the DSS buffer. |
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I'm sure roblox can make something where a TON of people can join but only a few have their changes replicated.. Not sure how powerful a server would have to be.. Wouldn't it be like video streaming? idk |
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The best way to do it is to basically guess about a few things as to save time and throughput potential. But controlling what is and isn't important would take one heck of a smart switch. You could put in a few requests per second, but make sure you manage the data properly. |
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What would be more important? |
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You could make general assumptions about the players movement patterns. Instead of storing welds, store their state "Walking" or jumping until it changes. Track their position in a regular interval (then use :MoveTo(savedPosition) when decoding the data). And split the maps into grids so you don't have to store each variable individually. Going another level would be splitting the grids into smaller grids until you can accurately guess the position (use a combination of letters and numbers, capitals or symbols).. it'll be hard but not impossible. |
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What do you think is the max players you could have? |
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As many as you can cram through DSS.
If you somehow got your throughput down to 10 requests per minute or less, then it could be perpetuated indefinitely. But that's...unlikely. |
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I'm pretty sure that a couple of weeks ago DSS's limit was quadrupled. |
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AvantiasJoin Date: 2014-10-03 Post Count: 1960 |
omg whats with player 4 !! |
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