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That would be interesting to know the bandwidth use on a populated server. But you clearly don't need 1g. We speak of a +10y game, where 1g wasn't even common.

 

If you got lags that's not the connection (until you got failed connection), it's all about MMOCore.

On average you need 16kb/s on a very populated server.

Personal tests using network bandwidth usage tracker by process.

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On average you need 16kb/s on a very populated server.

Personal tests using network bandwidth usage tracker by process.

 

Do you have the distribution (in % or whatever) of packets uses ? That could be useful to see where to rework.

 

Still, 16kb/s is strictly nothing. The point is mostly to unleash MMOCore capabilities, and get a decent DDoS protection which won't soak out all your bandwidth.

Edited by Tryskell
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Do you have the distribution (in % or whatever) of packets uses ? That could be useful to see where to rework.

 

Still, 16kb/s is strictly nothing. The point is mostly to unleash MMOCore capabilities, and get a decent DDoS protection which won't soak out all your bandwidth.

You can wire shark your way through the packets. The biggest are as you guessed the ones that have the most data in them like user info etc. The most frequent are the location validation ones.

 

It's not the packets the need reworking per se but the frequency that you need to send them.

Edited by .Elfocrash
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Internet > ALL

 

Back then in 2009. I had a PC w/ 4 GB RAM, Intel Dual Core @ 2.0 GHZ, and Windows Server 2003. The number of players ranged between 350 and 500, just because I had a 100 MBPS bandwidth.

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That would be interesting to know the bandwidth use on a populated server. But you clearly don't need 1g. We speak of a +10y game, where 1g wasn't even common.

 

If you got lags that's not the connection (until you got failed connection), it's all about MMOCore.

lulz think about new clients not only interlude i agree that is old game but it get's updated +++

since you need open inbound packets recived on your host i guess better connection = better results it's not just icmp packets i guess...

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lulz think about new clients not only interlude i agree that is old game but it get's updated +++

since you need open inbound packets recived on your host i guess better connection = better results it's not just icmp packets i guess...

 

It's simply impossible a game which was using (not even) 20kb/s suddenly needs a 100m/1g connection.

 

Or you did it really wrong on sources.

 

And MMOCore is the biggest bottleneck, being fiber optic or 1m connection.

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