Closed Jared-Sprague closed 8 years ago
Here is the json data from the session. you can see where the CPU spiked because all their pings went up to multi-second pings around the same time. I was also playing and it was horrible looking.
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more data from another session of moore square kids at around 7 players, felt very laggy but not as bad as the first one:
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Ok I think this is done for 1.0. Was able to load test with the headless client, and found that the a single core maxes out around 50 players after making the change to not broadcast for every rapid update. It was a huge gain, but still not great. I'd like to have 100 players per core eventually, but this will do for 1.0. Also it's awesome being able to load test with real clients now.
Today 12-13 kids started playing at the same time from moore square, and that pegged the server cpu:
Which makes me sad because I think it is due to the rapid position updates I added. I'm thinking the server can handle the speed of messages every 16ms from each client even if it is binary and only 20 bytes.
But it also makes me glad that we caught this before releasing, now we can fix it.
Here is the requirements: