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VO 1.8.612
VO 1.8.612 includes:
- Three new custom missions, available in various trees.
- Fixed rare issues with NPCs getting stuck traversing sectors.
- Fixed several client-side Lua bugs.
- Server maintenance and update, further improved server performance and scalability.
- Improvements to server-side analytics, measurement of database performance.
Much of the major maintenance updates have been performed, a few will be held over until next week. We've continued to expand on the scalability of the game server, as evidenced by some of the large-battle testing from Friday night.
Please keep an eye out for any bugs, and quickly bring them to our attention on the Bugs forum. Have a great weekend!
- Three new custom missions, available in various trees.
- Fixed rare issues with NPCs getting stuck traversing sectors.
- Fixed several client-side Lua bugs.
- Server maintenance and update, further improved server performance and scalability.
- Improvements to server-side analytics, measurement of database performance.
Much of the major maintenance updates have been performed, a few will be held over until next week. We've continued to expand on the scalability of the game server, as evidenced by some of the large-battle testing from Friday night.
Please keep an eye out for any bugs, and quickly bring them to our attention on the Bugs forum. Have a great weekend!
I assume more entities and players increase the required internet bandwidth. Say if i had 1MBps how many would that support?.
Ik vo uses very little normally
Ik vo uses very little normally
I assume more entities and players increase the required internet bandwidth. Say if i had 1MBps how many would that support?.
It depends on what they're doing. Some activities are more bandwidth intensive than others.
Generally speaking, 1mbit per-player should support a "very significant" amount of activity. (Yes, "normally" a player connection uses something very small, like 8 kilobits/second).
Based on what I've personally measured in recent sector capacity-testing, at around a 30ms ping, 1 megabit per second would probably handle somewhere around 1,000 NPC Goliaths, with gauss-type turrets, constantly-firing in a combined battle state (explosions constantly, debris being generated, etc).
For actual human players battling in say, fighter ships, the "capacity" number would likely be substantially greater. Generally speaking, human players are less intensive (on everything, bandwidth, server usage, etc).
For human players and/or NPCs flying-around and docking to a station, capacity would be greater still. And for players simply sitting and mining, it would probably be much higher.
However, even if your bandwidth limit were exceeded in an extreme battle, you might not actually notice.
Basically, the server makes some intelligent choices about relative packet prioritization. It tries to always give you the most up-to-date and relevant picture of what's going on around you, so it will prioritize "newer" update information about a given entity, over older information, and constantly be buffering, consolidating and optimizing the data that is sent to you.
This basically means that, the greater the latency (ping), the less data may need to be sent (up to a point).
For example, if you had a 0ms "ping" connection to the server, during a very large battle you might receive 4 megabits/s of data; where if you have a 100ms "ping", you might only receive 700 kilobits/s, but still not be able to "visually" tell the difference (because the actual data might be very close, as a lot of duplication and redundancy might be removed, but only at a "experience cost" of a few milliseconds of visual disparity).
I hope that helps. The answers to these kinds of questions are always variations of "it depends".
It depends on what they're doing. Some activities are more bandwidth intensive than others.
Generally speaking, 1mbit per-player should support a "very significant" amount of activity. (Yes, "normally" a player connection uses something very small, like 8 kilobits/second).
Based on what I've personally measured in recent sector capacity-testing, at around a 30ms ping, 1 megabit per second would probably handle somewhere around 1,000 NPC Goliaths, with gauss-type turrets, constantly-firing in a combined battle state (explosions constantly, debris being generated, etc).
For actual human players battling in say, fighter ships, the "capacity" number would likely be substantially greater. Generally speaking, human players are less intensive (on everything, bandwidth, server usage, etc).
For human players and/or NPCs flying-around and docking to a station, capacity would be greater still. And for players simply sitting and mining, it would probably be much higher.
However, even if your bandwidth limit were exceeded in an extreme battle, you might not actually notice.
Basically, the server makes some intelligent choices about relative packet prioritization. It tries to always give you the most up-to-date and relevant picture of what's going on around you, so it will prioritize "newer" update information about a given entity, over older information, and constantly be buffering, consolidating and optimizing the data that is sent to you.
This basically means that, the greater the latency (ping), the less data may need to be sent (up to a point).
For example, if you had a 0ms "ping" connection to the server, during a very large battle you might receive 4 megabits/s of data; where if you have a 100ms "ping", you might only receive 700 kilobits/s, but still not be able to "visually" tell the difference (because the actual data might be very close, as a lot of duplication and redundancy might be removed, but only at a "experience cost" of a few milliseconds of visual disparity).
I hope that helps. The answers to these kinds of questions are always variations of "it depends".
thanks for a rough overview.