- Home /
Frames Per Second Cost from Multiplayer?
Lets say you have a single player First Person Shooter already made, and it runs great. Now you want to transfer that game into a multiplayer experience of 25 players battling it out.
How many frames per second drop from multiplayer can be expected? Not looking for a precise answers, since it varies, just want to have a range to keep in mind.
looking at various forums, only thing I've seen is a post saying that frames per second drops by half for AR$$anonymous$$A2 from single to multiplayer. Does this seems reasonable to base off of?
Answer by Jamora · Jul 29, 2013 at 09:04 PM
I meant to answer this when I saw it yesterday, but I forgot. Anyway, The only computationally relevant things added to the multiplayer experience are the player's meshes and each player's physics computation. In case your player models are computationally exceptionally heavy or have lots of them, the added meshes will not have any real effect on the frame rate. Because the physics computations are normally done per client basis, that will not cause any lag either.
There are exceptions, ofc. If and only if you have a strictly authoritative server, where the clients are not even allowed to do their own physics calculations. Then the server would have to do the physics computation for all players, which will most likely bog down the server.
The most likely cause for lag is not graphical, in today's day and age, but the networking connection. To minimize network lag, read Unity's tips on minimizing bandwith use.
Okay, I was mostly worried about the added calculation of other players transforms, rotations, etc. And also the same for NPC's/AI.