Recommendations about Max Players
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Hello,
Im actually working on a mmofps, both server and cloud... I would like to know what are your recommendations about the max numbers of players in room?
Default value is 4. But I only use PUN for player movement and animation synchronisation. My server works for the rest.
So how many players can be united in same place (room) at same time.
Thanks you
Im actually working on a mmofps, both server and cloud... I would like to know what are your recommendations about the max numbers of players in room?
Default value is 4. But I only use PUN for player movement and animation synchronisation. My server works for the rest.
So how many players can be united in same place (room) at same time.
Thanks you
0
Comments
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Hi, depends how many times/sec you will update position (as it has main impact on number of messages).
https://www.photonengine.com/en-US/Realtime/Pricing#plan-20
If you plan to have more than ~16 players in room, then:
https://doc.photonengine.com/en-us/pun/current/manuals-and-demos/interestgroups0 -
Im using your "smoothSyncMovement" script. And my timestep settings in unity is 0.005.
Your script use Update and not fixedUpdate so I can't know how many messages are sent/sec. In other hand, that is a problem i have with PUN. It could be easy to know how many messages i send/sec if i was only using rpcs. But what s goin on with the movement synchronisation? Should i suppose a maximum 60/msgs / sec ? (supposing that the player has that framerate on his computer.)
All your plans are set on 500 Msg/s per Room. So it looks that the max for me is 8 players/room. (500/60)0 -
You are not sending every frame.
You can manually set how many times/sec you want to send:PhotonNetwork.sendRate = 20; PhotonNetwork.sendRateOnSerialize = 10;
OnPhotonSerializeView()
by default sends 10 messages/second.
If you want more players in room, you can send less messages/sec:PhotonNetwork.sendRateOnSerialize = 5;
If 16 players, than sendRateOnSerialize should be 2-3.0 -
Oh great info! I'm going to take a look on that! Thanks you0