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I'm sorry but that's not how it works. There are very good papers
out there (from the makers of the Unreal Networking Engine, Source
and TNL) where you can get a good idea of different design choices
that you have to make.<br>
In any case, you don't have to make your choice now. You can change
your tickrate at any time, if you're not happy about it.<br>
<br>
Your 20 * 32 figure is incorrect, of course. You assume each client
only is within scope of itself. The real figure is much larger.<br>
But I think you made up your mind even before you came asking, so it
doesn't matter.<br>
<br>
<br>
On 2012-05-27 06:47, manu.n02 wrote:
<blockquote
cite="mid:1624478301.478946.1338094025756.JavaMail.www@wwinf8305"
type="cite"> An additional thought :<br>
<br>
a classic FPS server runs at 20 frames per second ; with 32
clients, that gives 20 * 32 = 640 packets / second.<br>
So I doubt that my 60 packets/s are any close of an "insane
network rate".<br>
<br>
And the real limit of a FPS server is the bandwidth... More info
can be found here : <a class="moz-txt-link-freetext" href="http://www.cstrike-planet.com/tutorial/1">http://www.cstrike-planet.com/tutorial/1</a> .<br>
<blockquote style="padding-left: 5px; margin-left: 5px;
border-left: 2px solid #ff0000">> Message du 26/05/12 06:13<br>
> De : "Lee Salzman" <br>
> A : "Discussion of the ENet library" <br>
> Copie à : <br>
> Objet : Re: [ENet-discuss] Questioning a server without
connecting to it<br>
><br>
> Which is why 60Hz is basically an insane network rate.
You're still drowning in headers no matter how small you make
things. Really, you don't need 60Hz. For objects with
predictable trajectories you don't really need more than
20-30Hz. The changes in trajectory don't need to be sent at any
particularly rate, and thus are sent out immediately, there
doesn't have to be a delay involved.<br>
</blockquote>
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</blockquote>
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