Mike Ponicki wrote: > The only real purpose to improving performance in crossfire is so that > we'll be able to have more than 4-5 people on a server at once without > getting serious lag. In everquest, there are between 1500 and 2000 people > on a server at once. I think our goal at first should be to get 100 people > on a single crossfire server with lag that doesn't make the game > unplayable There is certainly no douubt that crossfire is far from ideal in performance right now. anyone know how much bandwidth a typical player in crossfire needs? What about for the commercial games (everquests/uol?) At some point, I would guess crossfre may see more of a problem in that most crossfire servers may not have the same amount of raw bandwidth that the commercial servers are also putting out. So at some level, while 100 players may get to be feasible in terms of cpu performance, I wonder how many sites out there will have the bandwidth to support that. Maybe someone wants to write a perl script that goes through the server log file output, grabbing the CSSTAT values and plotting approximate bandwidth usage? May provide some relevant data. At many levels, crossfire is just not really efficient (sends image data, sends what is likely to be a lot of repetitive naming information for objects, etc). Many of these are actually very hard to fix if you still want the game extensible (for example, if you know the data was static, the client could already have all the images, and the server could just send 2 byte identifies for object names, and the client looks it up in its database, since it knows the server hasn't added anything, etc). Thats one advantage the commercial games can offer. While crossfire could do automatic updating of that informatiion, it gets much trickier because the servers may noot be in sync (metalforge may have added new names and csua has added other new ones, etc). once again, with commercial entities, they can be pretty sure all the servers are talking the same thing. > This way it would be much more like everquest, where the world is vast and > can't be traveled in mere seconds. Then, all of the performance gains in > the client/server architecture won't be without purpose. The other advantage of that is that there can be places which are discovered by accident (ie, someone decides to explore the jungle). With the size of the current world continent, a player could basically examine most every square in not a lot of time. Of course, in crossfire, it will always be difficult to hide things, because the maps are available to anyone. OTOH, you could very easily have some set of maps that each server admin has added to some different spots on the continent.