070706 / 510 Players On Screen at 128 Kbps previous | next Here is the paper napkin model which started the idea behind the network logic for Atom, a massively multi-player online game with first person shooter interactivity. - Mixed P2P and server centric model.
- Maximum of 256 minimum sized UDP packets/sec.
- Goal to get as many players interacting at one time as possible.
Key concepts. - Only send what players are looking or interacting with.
- Closer players need to interact at higher frame rates.
- Distant players need not interact at high frame rates.
- Probably don't want to draw over 1000 players at one time.
- Don't need more than 16fps of position updates for any player.
- Players out of view need to be updated less frequently.
- Players not being targeted need to be updated less frequently.
- Player movement will be predicted and corrected when actual position is transmitted in a fluid way.
Using the idea that players are sending packets directly to other peers to notify the peers of player movement and action, here is one possible fixed distribution of 256 packets to support 510 players on screen at a given time, - 32 packets -- for 2 players -- gives 16 updates per second (targeting)
- 32 packets -- for 4 players -- gives 8 updates per second (close)
- 32 packets -- for 8 players -- gives 4 updates per second (near)
- 32 packets -- for 16 players -- gives 2 updates per second
- 32 packets -- for 32 players -- gives 1 updates per second
- 32 packets -- for 64 players -- gives 0.5 updates per second
- 32 packets -- for 128 players -- gives 0.25 updates per second (far)
- 32 packets -- for 256 players -- gives 0.125 updates per second (distant)
Now actual breakdown of packets would have to change dynamically in the game, but this shows that interacting with 510 players is possible. Having another 10,000 to 60,000 players that are in very distant areas of the world and switching them in and out of the local pool of around 510 interactive players, would be an easy way to support a massively online game with first person shooter interactivity. | Atom ©2009-2007 Timothy Farrar Latest Blog Entries 090105 . nv gpu prg + tes 081230 . gl3 textures 081224 . larrabee 081223 . 3d ifs art 081219 . gl3 driver 081218 . reprojection 2 081217 . reprojection 081216 . pc gpu stats 081209 . opencl 081115 . r2 081106 . arm vfp11 081102 . gl3 on linux 081030 . p r d a 081020 . temporal binned ring buffer 081014 . octahedron map 081010 . temporal locality 081008 . future hardware 080926 . changed email 080918 . general purpose 080826 . olick paper 080814 . otoy, braid 080813 . opengl 3 II 080811 . opengl 3 080806 . random stuff 080718 . nv perf kit 080709 . antialiasing 080704 . micro polys II 080628 . micro polys 080524 . triangles 080426 . parallel II 080319 . beyond the vacuum 080223 . human head + parallel 080114 . xp install
Index 000000 . index
Graphics 081218 . reprojection 2 081217 . reprojection 081209 . opencl 081014 . octahedron map 081010 . temporal locality 080709 . antialiasing 080704 . micro polys II 080628 . micro polys 080524 . triangles 080319 . beyond the vacuum 071130 . GPU only 071121 . deferred 3 071116 . deferred 2 071103 . random shots 071025 . motion cards 071018 . cubemap concepts 071015 . drawing reverse II 070926 . drawing in reverse 070822 . new pipeline progress 070819 . high dynamic range 070817 . video update 070810 . engine lighting 070809 . engine videos 070731 . screen shots 070713 . micro impostors 070711 . infinite LOD 070710 . graphics engine intro
Interaction 071204 . GPU only 2 071018 . cubemap concepts 070816 . CFD videos 070730 . CFD code 070715 . self healing
Networking 070708 . breaking firewalls 070707 . management servers 070706 . 510 players / 128Kbps 070705 . UDP player bandwidth 070704 . network latency 070703 . cost of bandwidth
Sound 070709 . 3D audio / KEMAR
Language 081030 . p r d a 070921 . assembler in atom4th 070919 . editor working 070915 . chicken and egg 070912 . font making 070910 . 2 4th | !2 4th
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