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Re: PR 128 Player Server Test - Official

Posted: 2011-01-26 17:50
by SeanRamey
frankwilliam wrote:How did 128 skirmish work out, were you able to play without crashes?
Yes, we were. As long as people don't get into vehicles or put more than 6 people in a squad we're golden.

Re: PR 128 Player Server Test - Official

Posted: 2011-01-26 17:50
by BloodyDeed
We have our second server (different machine) set up with the same settings.
Its not an official test or administrated in any way. Just to check if this machine is ready for same tests in the future too.

Re: PR 128 Player Server Test - Official

Posted: 2011-01-26 17:51
by maarit
best luck to all to achieve this.

Re: PR 128 Player Server Test - Official

Posted: 2011-01-26 17:53
by Tim270
[R-MOD]BloodBane611 wrote: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.
By soldiers I meant including kit geos which I would assume is of higher count together than a weapon. I thought most of the 3p weapons were being optimized anyhow.
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.


Its been around since cs :p

It does however completely limit what the animator can do with the gun and/or future changes to the animation.

Re: PR 128 Player Server Test - Official

Posted: 2011-01-26 18:02
by ma21212
how long is the test gonna stay? can you maybe keep it for a while

Re: PR 128 Player Server Test - Official

Posted: 2011-01-26 18:07
by K4on
HISTORY^!!!!!!!!!!!!!!!!!!!!!!!!!

Re: PR 128 Player Server Test - Official

Posted: 2011-01-26 18:10
by ShockUnitBlack
You guys rock.

I'm sure you fellows have this worked out, but with 128 players and more vehicles, won't this break the dynamic-object limit?

Re: PR 128 Player Server Test - Official

Posted: 2011-01-26 18:16
by cyberzomby
Yea I thought I'd saw a decrease in FPS for me as well. My machine can just about run 64 players on some maps on Medium. So lets hope it wont be to killer when this gets doubled. Or that when its officially part of the new version I have my new machine ready ^_^

Still, this is wonderfull news :D

Re: PR 128 Player Server Test - Official

Posted: 2011-01-26 18:16
by AncientMan
ShockUnitBlack wrote:I'm sure you fellows have this worked out, but with 128 players and more vehicles, won't this break the dynamic-object limit?
We're well aware of these types of issues, don't worry, we'll figure out a way :) .

Re: PR 128 Player Server Test - Official

Posted: 2011-01-26 18:21
by Rudd
AM, would you consider it a good idea for any mappers currently working on maps to avoid destructable objects unless completely necessary until the results of this test is clear?

Re: PR 128 Player Server Test - Official

Posted: 2011-01-26 18:22
by Zrix
Why did I miss this? :(

Re: PR 128 Player Server Test - Official

Posted: 2011-01-26 18:22
by D33PS1X
Wow. Amazing. Are the devs willing to comment on how they overcame this hurdle? Or tutorial to help other mod teams/mods?

Re: PR 128 Player Server Test - Official

Posted: 2011-01-26 18:23
by DenvH
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.
The right side of the gun is often seen though when reloading your rifle so making it flat will not work, I'm interested though if the new problems can be fixed and if we can have a solid server performance with 128 players in PR, infantry only if there is no other option.

Re: PR 128 Player Server Test - Official

Posted: 2011-01-26 18:34
by supahpingi
DenvH wrote:The right side of the gun is often seen though when reloading your rifle so making it flat will not work, I'm interested though if the new problems can be fixed and if we can have a solid server performance with 128 players in PR, infantry only if there is no other option.
inf only would make 128 players obsolete,since proper inf fights can be done realisticly in even 16v16.

this amount of players makes for much better combined arms warfare tough

Re: PR 128 Player Server Test - Official

Posted: 2011-01-26 18:41
by Sgt. Mahi
Looks interesting. Hope you guys will come through. I'm still a bit skeptic though...

Re: PR 128 Player Server Test - Official

Posted: 2011-01-26 18:42
by D33PS1X
Sgt. Mahi wrote:Looks interesting. Hope you guys will come through. I'm still bit skeptic though...
It's already worked well without much trouble as long as they can solve the vehicle issue, it should be awesome. :o

Re: PR 128 Player Server Test - Official

Posted: 2011-01-26 18:42
by Wicca
Danish people are always sceptical :D

Well done devs, you had me at mortars. But hell, this is awesome

Re: PR 128 Player Server Test - Official

Posted: 2011-01-26 18:49
by Jafar Ironclad
If there were ever a time for the raunchy south park picture that used to swarm the Dev Blogs/Highlights, this is it.

Image

edit: Included Randy Marsh picture for continuity purposes...

-Sniperdog

I need new pants O_O

Re: PR 128 Player Server Test - Official

Posted: 2011-01-26 18:52
by Psyrus
Elirah wrote:Here a video from the first 128 Players on the Server:
Same thing from the US team :D


Re: PR 128 Player Server Test - Official

Posted: 2011-01-26 18:59
by Oddsodz
Interesting work.

Might be an idea to aim for 100 players instead of 128. Might just relieve the pressure a bit.