PR 128 Player Server Test - Official

General discussion of the Project Reality: BF2 modification.
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HunterMed
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Re: PR 128 Player Server Test - Official

Post by HunterMed »

so with only inf there were no crashes?
AncientMan
Retired PR Developer
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Re: PR 128 Player Server Test - Official

Post by AncientMan »

We're pretty well aware of all the issues that are going to come up with increased player limit and increase squad size limit, this by no means will be a simple implementation, and a lot of the mod will have to be changed to account for it.

Also, this will not be a replacement for 64 player servers, there will be a lot of servers, and players, that won't be able to play with the higher player count, so don't worry, the option for 64 player servers won't suddenly disappear.

Anyway, Tema567 is working on fixing some stuff, hopefully we should be able to get vehicles happening soon :) . This guy is a legend, make sure you let him know it :) .
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Arquin
Posts: 122
Joined: 2009-12-30 17:16

Re: PR 128 Player Server Test - Official

Post by Arquin »

illidur wrote:most kills by pipebomb ever.
I laughed. So hard.

Test was fun, 128 player skirmishes are everything i could wish from PR :D

Performance wise, i can report that i didn't experience any drop in FPS due to increased players.
[R-DEV]AncientMan wrote:We're pretty well aware of all the issues that are going to come up with increased player limit and increase squad size limit, this by no means will be a simple implementation, and a lot of the mod will have to be changed to account for it.

Also, this will not be a replacement for 64 player servers, there will be a lot of servers, and players, that won't be able to play with the higher player count, so don't worry, the option for 64 player servers won't suddenly disappear.

Anyway, Tema567 is working on fixing some stuff, hopefully we should be able to get vehicles happening soon :) . This guy is a legend, make sure you let him know it :) .
/Heil Tema567. He sounds like a new future deity due to this.

I wonder if he can do more... Fastropez? Who knows. This is like breaking the Light Barrier.
BloodBane611
Posts: 6576
Joined: 2007-11-14 23:31

Re: PR 128 Player Server Test - Official

Post by BloodBane611 »

First off, a hearty well done to Tema!
Tim270 wrote:Yeah but with much harsher solider lods it definitely has potential.

Any word on the bandwidth increase? Probably was not a huge consideration when they were writing the netcode for bf2 but I am sure it would be pretty dam hefty with 128.
Weapons are much heavier in terms of tris than the soldier models. A G36 Geo 1 lod 0 is ~5600 tris, player model Geo 1 lod 0 is ~3200 tris.


Bandwidth certainly increases a great deal, but it didn't seem like the NEW server was having much of an issue. Moar testing :D
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Elektro
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Re: PR 128 Player Server Test - Official

Post by Elektro »

'[R-DEV wrote:AncientMan;1537530']We're pretty well aware of all the issues that are going to come up with increased player limit and increase squad size limit, this by no means will be a simple implementation, and a lot of the mod will have to be changed to account for it.
I guess its official now :D

When PR2 becomes game of the year this will be in the history part of the wiki page
samthegreat4
Posts: 185
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Re: PR 128 Player Server Test - Official

Post by samthegreat4 »

DarkSparky123 wrote:On Kashan desert i had 50 fps with 128 players wherever i look but on the village map (germans vs russians) when i look at the center where the pew pew is my fps drops to 15... the ping is great anyways.
Same here: Ping = 20; FPS on Silent Eagle was 15-30.. :(
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John-117
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Re: PR 128 Player Server Test - Official

Post by John-117 »

So are you able to play a full game etc?
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X-Link
Posts: 10
Joined: 2010-04-01 13:59

Re: PR 128 Player Server Test - Official

Post by X-Link »

It?s like the moment the sound barrier was broken.

A milestone for PR and the BF2 community.
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AquaticPenguin
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Joined: 2008-08-27 19:29

Re: PR 128 Player Server Test - Official

Post by AquaticPenguin »

Seems like good progress, I hope the various bugs can be ironed out. I was very excited to hear it was successful though. Well done to Tema for being awesome!

I suppose any performance issues that were there before are going to be much more pronounced with twice as many players, way to test the engine to its limits.
Anderson29
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Re: PR 128 Player Server Test - Official

Post by Anderson29 »

tema....are you the Neil Armstrong of battlefield 2? "This is one small step for gamers....one giant leap for project reality...."
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Spec
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Re: PR 128 Player Server Test - Official

Post by Spec »

It's not been a small step for anyone ;)

This is simply... pretty... pretty badass.
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killonsight95
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Re: PR 128 Player Server Test - Official

Post by killonsight95 »

Ghost1800 wrote:squads with more then 6 would be great too.
we can. or at least in that test we could get12 people in a SQ or more, however it mgiht cause a server crash.
Wakain
Posts: 1159
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Re: PR 128 Player Server Test - Official

Post by Wakain »

[R-MOD]BloodBane611 wrote:First off, a hearty well done to Tema!

Weapons are much heavier in terms of tris than the soldier models. A G36 Geo 1 lod 0 is ~5600 tris, player model Geo 1 lod 0 is ~3200 tris.
I've been thinking, I don't know much about models but does the game load the tri's on the right side of the weapon(mostly invisible for 1st person)? if it does we might reduce tri's on that side as they're only seen in 3rd person. I've noticed weapons in cod 4 don't even have a modelled right side, just a texture.

sry for straring off-topic here, to make this right I want to thank Tema# as well an express my awe on this amazing breakthrough! I also noticed in the first post this was one of the things the dev's're trying to break, who knows what's next? :)
PatrickLA_CA
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Re: PR 128 Player Server Test - Official

Post by PatrickLA_CA »

History is written... and if VoIP makes trouble, we got mumble!
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Katarn
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Re: PR 128 Player Server Test - Official

Post by Katarn »

Wakain wrote:I've been thinking, I don't know much about models but does the game load the tri's on the right side of the weapon(mostly invisible for 1st person)? if it does we might reduce tri's on that side as they're only seen in 3rd person. I've noticed weapons in cod 4 don't even have a modelled right side, just a texture.
It is true that PR weapons retain higher detail in third person than most games but they also have levels of detail that mitigate whatever hit the highest level of detail entails.
frankwilliam
Posts: 61
Joined: 2010-02-05 12:22

Re: PR 128 Player Server Test - Official

Post by frankwilliam »

How did 128 skirmish work out, were you able to play without crashes?
Bufl4x
Posts: 252
Joined: 2009-05-05 03:37

Re: PR 128 Player Server Test - Official

Post by Bufl4x »

This is mind blowing.
I would give a lot of graphical detail and voip for 128 players, the possibilities are awesome!
PR indeed has to change for this but i believe it's worth it.
WithoutPurpose
Posts: 131
Joined: 2010-11-26 19:29

Re: PR 128 Player Server Test - Official

Post by WithoutPurpose »

Nice job, played half of the round on Silent Eagle skirmish. Okay screw these crashes, I was crashing anyway all the time. PR without crashes is not PR :D

But anyway it would be cool if one or two servers would go online with 128 player support,playing awesome rounds on Muttrah with full scale attacks and not 3vs3 fire-fights.
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Elirah
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Joined: 2010-03-20 16:46

Re: PR 128 Player Server Test - Official

Post by Elirah »

Here a video from the first 128 Players on the Server:
Last edited by 77SiCaRiO77 on 2011-01-26 17:56, edited 1 time in total.
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