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guinny said:Imagine de_dust with 256 players, source enhanced, and no lag.
/jizzes
crabcakes66 said:would be the worst ****ing game ever....
Since Tribes,BF1942 and UT2k4 are so popular maybe they are going to add vehicles. I already had all these sweet ideas on what it could be but I know they won't do that so it will probably be combine vs C17 resistance fighters. Combine get all the vehicles and they spawn in at a base, and the C17 get vehicles(which wont make too much sense) and spawn in at a base somewhere.CB | Para said:You know they did say they planned something big for HL2's MP, maybe it's a 64 player thing, who knows
I see no reason why not. Fenric mentioned entity limits, but I seriously doubt whether bf1942 style maps are going to be a problem...Rupertvdb said:So this big deal over map size is fairly bizarre.... can't you just find a reasonable threshhold between physical accuracy and large maps?
mayro said:Id ask him if we where able to link pcs, but i will be happy with the email he sent me It was so nice to finaly get one back hehe.
Oh ya, i dont see it happening this year... But if you have been looking at the xbox leak specs... pcs are getting a nice boost next year...
3 cpus and 2 gigs of ram + oc3 connection = most played server in the world with 256 players.
Rico said:There's a common misconception going around in this thread and I just wanted to put an end to it.
The multiplayer will only be limited by the server, not by the clients. The way most good engines work for multiplayer is by sending different data between clients and the server. The clients only receive the information that MATTERS to it, they do not receive info about some guy throwing a grenade 10000 miles away (when yo ucan't even see him) and it does not render people in the opposite side of the wall, the server knows all this and it tells the client what and when to render such things. The client requests it and the server sends it for interpretation.
That being said, the only way MP could be limited is by overloading the server with too many calculations. Clients have nothing to do in the equation, if too many people were onscreen at once it would cause video lag, not network lag (maybe on the rare occassion of having 200 people shooting physics enabled objects which are calculated server side). Such bad performance however would not come down the the engine but it would actually come down to bad modders or bad mappers. You're not suppossed to be seeing 200 people at once no matter what, this isn't some kind of MMORPG with 500+ people spamming chat. As a good rule of thumb, you should only have around 32 people per area fighting at once (say split a big map into different sections, think of 4 CS maps melded into one, each 'part' would contain 32 person skirmishes with people fluctuating between each smaller map) and that would be a lot even then.
So as you can see it's not a client limitation, it's a server-side issue and there are plenty of servers capable of calculating these things. The only drawback would be that these more powerful servers would be more costly.
CB | Para said:You know they did say they planned something big for HL2's MP, maybe it's a 64 player thing, who knows
Diablo2k said:Hope big levels mp wont be the only gametype if that was true. Then HL 2 would be a bad clan game
guinny said:Imagine de_dust with 256 players, source enhanced, and no lag.
/jizzes
Six Three said:Is the battlefield series unsuitable for clan play? No.
urseus said:Imagine being the first one killed...
Say no to more than 40 man servers.