Whats the average bandwidth useages for 100 players
in and out ??
its only like 1 MB a second up and down isnt it ?
Average bandwidth usage
Discussion in 'Rust Discussion' started by [X] Meep, Aug 11, 2015.
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Game networking noob chimes in (feel free to bark at me for misinformation and stupid calculations):
Somewhere I read that a fast-paced FPS shooter (e.g. Unreal Tournament, Counter Strike, Team Fortress) requires at least 80-100kbps upstream per player (might be wrong, or then the requirements have really changes since ~2005). As Rust isn't that fast-paced 95% of the time I think ~20kbps per player might actually be fine. That correlates to 10-20/1024 ~= 0,01Mbps, which makes a 100 slot server require 1-5Mbps constantly available. But because we live in a world where something will always make things break, making that double (+10Mbps) would be a good thing. Though I might be calculating this so awfully and horribly wrong.
Also, it is not the connection per player, but all connections combined. If something relevant happens on the server, the server will need to send that data instantly without hitching to 100 clients.
Very simplified example/mindstorm: A datapacket (without additional crap) that might tell a player's world position contains at least three values: x, y, z. These are most probably floats (doubles), which might correspond to (naïvely thinking) 64 bits. Thats 3*64bits, which is 196 bits, which needs to be replicated to 100 players. That calculates to around 19600 bits (~=19Kb) in one instant constantly. Then we need to accomodate the additional data such as the player's ID and velocity and so on.
Now imagine 100 players moving around constantly (while being relevant to other players). The server receives that data amount all the time, and needs to broadcast 100*~19Kbps, which is around 1,8Mbps. All this for movement when thinking in simple math. Then we need to tell all players about other events like gunfire, spawning animals (and their movement), physical stuff (which is costly), and so on.
Remember: I'm a network noob. Might be wrong on the calculations (and mixing bits with bytes or something), but hopefully you get the point.
Someone using actual Rust server data here: https://www.reddit.com/r/playrust/comments/399mky/how_much_bandwidth_is_required_for_a_rust_server/
But none of that matters if the connection is broken and the pings rise over 100 for players playing right outside the server room.
Somewhere I read that someone hosted a 32 slow CS1.6 server on a 1.5Mbps upstream just fine. Then somewhere I read that someone had trouble hosting a 8-slot UT2004 server with a 20Mbps upstream.
Planning on running server at home with your own connection or something?
(Wow this turned out lenghty, sorry.) -
I am just curious, this is good info though thank you. I have more than enough available for my players but they complain about lag from which seems to be addons on the server.
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