I copied this from Infinity Ward so full credit goes to the original poster ActionMan.
First some definitions:
8 bits = 1 byte
1 kilobyte (KB) = 1024 bytes
1 megabyte (MB) = 1024 kilobytes
1 kilobit (kb) = 1000 bits
1 megabit (mb) = 1000 kilobits
ps = per second
Then some data:
CoD4 has two types of packets:
Game-update packets, sent from the host to all clients. These use 5KBps.
Input-update packets, send from all clients to the host. These use 1KBps.
The server sends game-updates to all clients, and receives input-updates from all clients.
Total update bandwidth per client = 5+1 = 6KBps
Host bandwidth = 6KB * (number of players - 1) per second
We're assuming that the person with the best connection will be chosen to be the host.
In a place where 2 megabit per second (2mbps) connections are common:
Available bandwidth = 2mpbs = 2000000 bps = 250000 bytes per second = 244 KBps
Number of players supported = 244/6 = 40 clients
Ok. Full 32 player matches should actually work in this case (assuming the host's room-mate doesn't start downloading anything faster than 52KBps...)
In a place where 256 kilobit per second (256kbps) connections are common:
Available bandwidth = 256kbps = 256000 bps = 32000 bytes per second = 31 KBps
Number of players supported = 31/6 = 5 clients
This means that in most of the world, the biggest multi-player match you will have is 3 vs 3!!!
With dedicated hosts, everyone can play full 32-player matches, not just the people who live in places with great broadband.
Oh, and everyone who has a monthly data limit -- hosting a 32-player match will chew up ~650MB of your quota per hour.


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that PROVES we need dedis! if we dont get it ill pull this on IW
and theyll end up like this dead thing







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