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Posted

Just curious if it's gotten better over the last few major updates. I see servers with capacities up to 50 and 64, but curious if it's realistically possible, even on a super server.

Windows 7 64bit

AMD FX 8350 4.0GHZ

16BG Ram

EVGA Geforce 760 GTX 2GB

Posted

Well, here's to hoping that it can be doubled, at a minimum, by the time DCS: WWII comes out. I couldn't imagine having a WWII sim that you couldn't put at least 40 players up at a time.

Windows 7 64bit

AMD FX 8350 4.0GHZ

16BG Ram

EVGA Geforce 760 GTX 2GB

Posted
Well, here's to hoping that it can be doubled, at a minimum, by the time DCS: WWII comes out. I couldn't imagine having a WWII sim that you couldn't put at least 40 players up at a time.

 

Improved netcode would indeed be invaluable for such scenarios.

 

Say Hi to SOT.

Nicholas Dackard

 

Founder & Lead Artist

Heatblur Simulations

 

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Posted (edited)

Been out of the MP loop for quite some time but have fond memories of playing with 70+ players (along with AI) on the 104th server with FC2 and BS1 back in 2011. What happend to the netcode?

 

I'm aware of the new missile AFM but 15 vs 70 players is a major drop...

 

/KC

Edited by KeyCat
Posted
Been out of the MP loop for quite some time but have fond memories of playing with 70+ players (along with AI) on the 104th server with FC2 and BS1 back in 2011. What happend to the netcode?

 

I'm aware of the new missile AFM but 15 vs 70 players is a major drop...

 

/KC

 

Add all the new Features of DCSW, that has to be transmitted between all Clients

(Combined Arms, etc)

Windows 10 Pro, Ryzen 2700X @ 4.6Ghz, 32GB DDR4-3200 GSkill (F4-3200C16D-16GTZR x2),

ASRock X470 Taichi Ultimate, XFX RX6800XT Merc 310 (RX-68XTALFD9)

3x ASUS VS248HP + Oculus HMD, Thrustmaster Warthog HOTAS + MFDs

Posted
Add all the new Features of DCSW, that has to be transmitted between all Clients

(Combined Arms, etc)

 

the fact that the amount of network traffic is only going up from this point on and the fact that on a scenario heavy on AI ground units, you run into warping issues with as few as 5-10 players, It feels like something drastic has to be done. How did succesful game like IL-2 46 manege it so well?

 

Sure there were warping present but it was only a real problem with players with high ping.

Sure there were probably much less data to send but not that much less and there were servers with 64+ players on no problem.

 

it's gotta be possible to do something about it. Alternatively you need to rethink DCS world and how you could reduce the amount of network data. Maybe drop sending none essential data like flap position, Pilot head movement and similar and stick to weapon and unit 3d position.

Posted (edited)
the fact that the amount of network traffic is only going up from this point on and the fact that on a scenario heavy on AI ground units, you run into warping issues with as few as 5-10 players, It feels like something drastic has to be done. How did succesful game like IL-2 46 manege it so well?

 

Sure there were warping present but it was only a real problem with players with high ping.

Sure there were probably much less data to send but not that much less and there were servers with 64+ players on no problem.

 

it's gotta be possible to do something about it. Alternatively you need to rethink DCS world and how you could reduce the amount of network data. Maybe drop sending none essential data like flap position, Pilot head movement and similar and stick to weapon and unit 3d position.

 

Further Optimizing Packet Use and Tweaking what data needs to be sent at what frequency.

 

Each player is sending incredible amounts of data to other players, not just position / coordinates, your sending/receiving TAD/NAV/SPI Data, Systems Data, Damage Data, etc etc etc.

 

I dont know what data is sent, so I cant really comment further than that..

 

I Cant say using Network Monitoring Tool, My System uses no where near as much bandwidth as other sims that require very low latencies.

 

So maybe it's a 32-Bit limitation, maybe it's a netcode limitation, maybe it's a Server Limitation, as the server is sending data to ALL Clients, and prolly doing most of the networking workload.

 

Dedicated Server App in the future will allow those of us with access to extremely powerful server stations/racks to upload the ded. Server program and run it minimized, without having a GFX Card.

 

Even on a HUGE T1/T3 Line a Single PC will get bogged down through 1 Ethernet connection/1 Router..

 

Drop DCSW onto a Server Rack, with up to 10 Full Speed GigaBit Ethernet ports per rack teamed to multiple T1/T3 connections, and you get the idea.

Edited by SkateZilla

Windows 10 Pro, Ryzen 2700X @ 4.6Ghz, 32GB DDR4-3200 GSkill (F4-3200C16D-16GTZR x2),

ASRock X470 Taichi Ultimate, XFX RX6800XT Merc 310 (RX-68XTALFD9)

3x ASUS VS248HP + Oculus HMD, Thrustmaster Warthog HOTAS + MFDs

Posted
Improved netcode would indeed be invaluable for such scenarios.

 

Say Hi to SOT.

 

 

Will do Cobra, nice to see ya buddy!

Windows 7 64bit

AMD FX 8350 4.0GHZ

16BG Ram

EVGA Geforce 760 GTX 2GB

Posted

20

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"Success is not final, failure is not fatal, it is the courage to continue that counts",
"He who never changes his mind, never changes anything," Winston Churchill.

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Posted

just been in a server with 9 people and it crashed , i was in the air for about 15 mints, getting very frustrating , there used tobe a history icon, now that's gone, is it coming back , the multiplayer is what dcsworld is all about ..but just cant seem to stay online long enough ..not sure if anyone else is getting this problem , now if you look at il-2 SEOW 80 people flying a 2 hour campaign..and no crash..is the server overloaded ..after all we are all connecting to a master server .. if im wrong please correct me ..

HAF TOWER / MSI z77 G43 /-i5-3570k.@ 3.4mhz / GTX 780 / Patriot 8GB. DDR3 / TM-HOTAS-warthog 00228

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