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CoD Multiplayer Everything about multiplayer in IL-2 CoD

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  #21  
Old 03-20-2011, 06:33 PM
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EAF92_Brigstock EAF92_Brigstock is offline
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Originally Posted by Thee_oddball View Post
I will just take a guess and say that a good server will need 8gb Quad core setup 4mbit connection to be able to handle 128 players
You might be right there.
Me, I'm aiming more modestly at up to 32 players + some AI and hoping my Quad and 2 gig Ram on 100/100 will do it

Given the min spec for the actual game is:

Processor: Pentium® Dual-Core 2.0GHz or Athlon™ X2 3800+
Memory: 2GB
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  #22  
Old 03-21-2011, 07:23 AM
Matt255 Matt255 is offline
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Originally Posted by Thee_oddball View Post
4 kilobytes (32 kilobits) perplayer X 128 =512 Kilobytes X 8 (8 bits per byte) =4.096 megabits
I would doubt that 32 kb per player is enough for somewhat smooth gameplay, but we'll see.
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  #23  
Old 03-21-2011, 09:08 AM
No601_Merlin No601_Merlin is offline
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Originally Posted by Thee_oddball View Post
4 kilobytes (32 kilobits) per player X 128 =512 Kilobytes X 8 (8 bits per byte) =4.096 megabits
Why do you calc 4 kilobytes (32 kilobits) per player X 128. ?

I thought it was 128 kilobits (16 kilobytes) per player upload.
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  #24  
Old 03-21-2011, 10:20 AM
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I thought it was 128 kilobits (16 kilobytes) per player upload.
Hi Merlin

Where did you get that info from. That is quite a lot of bandwidth for each player
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  #25  
Old 03-21-2011, 10:30 AM
meshuggahs meshuggahs is offline
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Originally Posted by EAF92_Brigstock View Post
Hi Merlin

Where did you get that info from. That is quite a lot of bandwidth for each player
I'm guessing from the official system req's:
Multiplay: Broadband connection with 128 kbps upstream or faster

That would mean 16mbit+ just for the incoming data for 128 server wich I don't think is that much.
Taken there's way more data to be transfered with sophisticated damage & flight models etc, than your "normal" multiplayer game.
Don't think anyone would want a server of that size on anything less than a 100mbit connection anyhow.
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  #26  
Old 03-21-2011, 11:23 AM
No601_Merlin No601_Merlin is offline
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Yes got it from official system specs Brigstock, so could anyone recommend a server host. ?
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  #27  
Old 03-21-2011, 05:53 PM
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Originally Posted by No601_Merlin View Post
Yes got it from official system specs Brigstock, so could anyone recommend a server host. ?
128kbps+ x 128players = 16mbps+

Which would be comfortable on datacenter hosted dedicated server.

Recommend a server host, if you're in the UK

http://www.gtxgaming.co.uk/dedicated-servers

are good
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  #28  
Old 03-21-2011, 07:25 PM
Feuerfalke Feuerfalke is offline
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Originally Posted by EAF92_Brigstock View Post
The game has gone gold, the server software must be nearly there if not complete. Even if it is still being worked it'll only be minor tweaking.
How do you know? Got some insider information? Or just a personal opinion?
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  #29  
Old 03-21-2011, 07:31 PM
Bobb4 Bobb4 is offline
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Quote:
Originally Posted by EAF92_Brigstock View Post
128kbps+ x 128players = 16mbps+

Which would be comfortable on datacenter hosted dedicated server.

Recommend a server host, if you're in the UK

http://www.gtxgaming.co.uk/dedicated-servers

are good
remember that is only up-stream add maybe 1mbps downstream and a 128 player server is going to need more than a 100mbits line
But i have faith in Oleg not deviating too far from existing IL2 code


If one looks at ROF with its 256kps to 10mbps network settings both up and down...
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  #30  
Old 03-21-2011, 07:33 PM
Feuerfalke Feuerfalke is offline
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Quote:
Originally Posted by EAF92_Brigstock View Post
128kbps+ x 128players = 16mbps+

Which would be comfortable on datacenter hosted dedicated server.

Recommend a server host, if you're in the UK

http://www.gtxgaming.co.uk/dedicated-servers

are good
I strongly doubt the basis and the conclusions of this calculation.

A common server for a shooter uses 1600kbps for a 40-slot-server. I seriously hope CoD's netcode is not so bad that it needs over 10 times the traffic for 3 times the players...
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