Handle +30 players with Photon Cloud
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Hi,
I'm currently developing a sort of fps. There's going to be a map with a size of ~3km*3km. Mobiles are included in the targeted platforms.
The players will send around 2-3 msg/sec and it induces that I can't set more than 16 players per room due to the 500msg/sec limit. I think that on the client side it would be possible to handle more than 30 players if I do networking optimizations. I don't know if that's possible but as the map is a bit big, it could be efficient to set the messages "receiverate" of a player to 1msg/sec if he is far away. Another possibility could be for example to stop sending messages when a player would be inside the vehicle of someone else (that would also decrease the msg/sec on the server side). I heard a lot about photon server but it seems to be much more complex than photon cloud, it needs more management and there is a problem of pricing. Is it possible to increase the msg/sec limit?
Regards,
Alexandre.
I'm currently developing a sort of fps. There's going to be a map with a size of ~3km*3km. Mobiles are included in the targeted platforms.
The players will send around 2-3 msg/sec and it induces that I can't set more than 16 players per room due to the 500msg/sec limit. I think that on the client side it would be possible to handle more than 30 players if I do networking optimizations. I don't know if that's possible but as the map is a bit big, it could be efficient to set the messages "receiverate" of a player to 1msg/sec if he is far away. Another possibility could be for example to stop sending messages when a player would be inside the vehicle of someone else (that would also decrease the msg/sec on the server side). I heard a lot about photon server but it seems to be much more complex than photon cloud, it needs more management and there is a problem of pricing. Is it possible to increase the msg/sec limit?
Regards,
Alexandre.
0
Comments
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Hi,
you might want to look into network culling: https://doc.photonengine.com/en-us/pun/current/manuals-and-demos/culling-demo
The 500 msg/s is not a hard limit, but a suggestion based on our experience of what a typical (mobile) client can handle before getting into trouble.0