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The max is 256, but they recommended 128 as the upper limit. I imagine 256 would be reserved for very simplified online games or just as spare incase anyone somehow needed it.Angry Lawyer said:Well, as this is a HL2 messageboard, and HL2 modding area, I'll asssume he's talking about HL2. Which means 256. Or it could be 128. One or the other.
-Angry Lawyer
// Max number of players in a game ( see const.h for ABSOLUTE_PLAYER_LIMIT (256 ) )
// The Source engine is really designed for 32 or less players. If you raise this number above 32, you better know what you are doing
// and have a good answer for a bunch of perf question related to player simulation, thinking logic, tracelines, networking overhead, etc.
// But if you are brave or are doing something interesting, go for it... ywb 9/22/03
(Source: http://www.chatbear.com/board.plm?a=viewthread&t=302,1108064141,29358&id=793253&b=4991&v=flatold)When I wrote the comment in code, here's what I thought would be required:
1) Need to come up with a better PVS solution so that you don't have all 255 players in one spot at the same time
2) Need to remove most of the complex animation layering for players, it's too expensive on the server
3) Need to greatly simplify player movement code, or completely ditch it from the server (i.e., let the client do movement and report positions to the server in the CUserCmd -- obviously have to deal with possible cheating...)
4) Need to greatly reduce the amount of bandwidth required for each entity/player in the game -- you could consider doing almost all animation client side, etc, etc
5) If you have AIs they need to be extremely lightweight, might even have to rewrite them from scratch, otherwise the CPU load would be severe
6) Probably need to turn off PvP collisions
7) Probably need to reduce the # of updates per second each player gets from the server down from the default of 20 to just 2 to 4 maybe (would have to measure networking perf and bandwidth usage to find the right number). This would require upping the interpolation amount to 250 to 500 msec and making other changes to keep rendering smooth, etc.
8) Probably would need to disable lag compensation and do more hit detection and reporting client side (again modulo ability to deal with possible cheating)
The big effort will be to move as much "interesting" game logic as possible into the client .dll and out of the server .dll
Anyway, I think given the proper game design, something like this would be very doable. I'm happy to provide guidance to any teams trying to experiment with this.
It would be really cool to see a "mini" MMO game done this way, I think you could do something fun with 255 players max. Making a seemless world, however, is not going to be totally possible. For now, you would need to build a really huge map (and would probably have to have it be somewhat sparse due to memory and budget constraints).
Yahn
Yahn Bernier
Valve