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HuskiesPancake
#184117388Monday, February 22, 2016 1:58 AM GMT

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?
HuskiesPancake
#184117496Monday, February 22, 2016 1:59 AM GMT

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
KAMIKAZEPOLO
#184117530Monday, February 22, 2016 1:59 AM GMT

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.
smartlegomaniac
#184117556Monday, February 22, 2016 2:00 AM GMT

Wouldn't that lag... a lot.
HuskiesPancake
#184117641Monday, February 22, 2016 2:01 AM GMT

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?
HuskiesPancake
#184117708Monday, February 22, 2016 2:02 AM GMT

Then again, Unions? And Filtering Enabled.
morashsPeasant
#184117758Monday, February 22, 2016 2:02 AM GMT

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..
morashsPeasant
#184117822Monday, February 22, 2016 2:03 AM GMT

and by data I mean, player information, position, ball locations - all that fun stuff.
HuskiesPancake
#184117894Monday, February 22, 2016 2:04 AM GMT

No that was just a example of how laggy it is to track player position
morashsPeasant
#184118045Monday, February 22, 2016 2:06 AM GMT

If you do it right, it's possible.
HuskiesPancake
#184118143Monday, February 22, 2016 2:07 AM GMT

I would test this, but there is no way to get >50 people in a game for testing
HuskiesPancake
#184118464Monday, February 22, 2016 2:12 AM GMT

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
phoenix53124
#184118788Monday, February 22, 2016 2:17 AM GMT

Good luck compressing the data to a level that won't overflow the DSS buffer.
morashsPeasant
#184118836Monday, February 22, 2016 2:18 AM GMT

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
phoenix53124
#184119022Monday, February 22, 2016 2:20 AM GMT

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.
HuskiesPancake
#184119209Monday, February 22, 2016 2:23 AM GMT

What would be more important?
HuskiesPancake
#184119587Monday, February 22, 2016 2:28 AM GMT

Like Welds?
morashsPeasant
#184119786Monday, February 22, 2016 2:31 AM GMT

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.
HuskiesPancake
#184125703Monday, February 22, 2016 3:59 AM GMT

What do you think is the max players you could have?
HuskiesPancake
#184126777Monday, February 22, 2016 4:19 AM GMT

1K?
phoenix53124
#184163753Monday, February 22, 2016 11:18 PM GMT

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.
joritochip
#184164110Monday, February 22, 2016 11:24 PM GMT

I'm pretty sure that a couple of weeks ago DSS's limit was quadrupled.
Avantias
#184166863Tuesday, February 23, 2016 12:07 AM GMT

omg whats with player 4 !!

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