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MMO server performance
I have been thinking about the performance of the mmo's server.
How would it work, If there were 500 players in a Skyrim-like game?
Wouldn't the particle system of water overload the server?
How much processing does it actually do? (I guess the animations etc. aren't rendered)
Answer by BiG · Nov 29, 2012 at 01:55 PM
Hi Mikolaj, sorry but I don't get the point of your question.
Rendering "overloads" just the client, it has nothing to do with the server. The server has to send information about the scene to the clients; each client is responsible of rendering particle systems and other stuff, with an efficiency measure that depends on the hardware of the local machine.
Answer by Landern · Nov 29, 2012 at 01:56 PM
You wouldn't broadcast (probably) a particle system and the emitted particles transforms through a server. Things that are really for ascetics and not functional, typically are just rendered to the player for their screen only. You wouldn't put a fire place into the inn of your game, then broadcast the flames positions, rotations, etc, because technically no one cares, so long as it looks like fire.
I know that rendering takes part in the client's machine but. When we have waves in the ocean, when the character touches water his parameters change (he might have to breathe, swim, move slower etc.) That situation takes place when there are big waves projected such as these. The whole character would get "into the wave" Thus changing all the upper parameters. How would the server know when does the water start?
http://forum.unity3d.com/threads/151871-Triton-Oceans-and-3D-Water-for-Unity-Pro-Windows-RELEASED
For instance, Here we got a simulator of the water. http://forum.unity3d.com/threads/151871-Triton-Oceans-and-3D-Water-for-Unity-Pro-Windows-RELEASED
I was thinking how will it will work with the server.
Say we have a player jumping into the water with high waves, when will the player touch water? When he hits the wave, or when he reaches some kind of height value
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