Performance with 64 players

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Unus Offa Unus Nex

FNG / Fresh Meat
Oct 21, 2010
1,809
525
0
I was wondering wether the game will actually run well with 64 players in one server, in the sense that hits are properly registered, both on players and objects and how long the delay is?

So far the smoothest gameplay I've experienced is on 32 player servers, where'as gameplay on 64 player ones often seems to not only be less smooth but also feature a lot more bugs & teleporting.

I'm wondering wether this is a problem with the netcode in the beta, and wether or not a fix is then intended ?

I loved RO:Ost for its fantastic netcode, where a 50 man server with a ping of 100+ was perfectly playable, and I'm hoping the same will be possible with RO2 when the full release is out :)
 

Maizel

FNG / Fresh Meat
Jan 21, 2011
973
372
0
I think the hit reg is pretty good overall, also on the bigger servers.

Upclose the hit registration sucks, but I notice this on all servers regardless of populations.
 

luciferintears

FNG / Fresh Meat
Apr 3, 2011
1,122
510
0
I was wondering this too.

64 players on Fallen Fighters acts a bit weird at times; so i was a bit worried how it would behave on the larger maps...
 

Mormegil

FNG / Fresh Meat
Nov 21, 2005
4,178
574
0
Nargothrond
Might be people trying to run 64 player servers on machines not quite up to par. Try the official TWI servers, as they should know the hardware requirements pretty well.
 

badastle

FNG / Fresh Meat
Aug 2, 2011
140
32
0
California
I've played on multiple servers since the start of BETA, most of them ranging from 14-30 players. I decided to jump into a larger player count server last night now that I've gotten a better feel for the game. I saw 0 performance difference (61 players when I joined, the team rosters appeared to stay full for the hour that I was on that server). So if you are having issues with a larger player count server, its either your machine is struggling to keep up with the chaos, or the server isn't up to par like others have said.

Edit: Ultra Settings btw
 
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Apparo89

FNG / Fresh Meat
Jun 24, 2011
258
82
0
I got 40-60 fps in 64players server (Apartments map)
All high, no hardware physix, no motion blur, no ambient occlusion and no framerate smoothing.

q9550 2.8ghz
4gb ram
5850
 

Unus Offa Unus Nex

FNG / Fresh Meat
Oct 21, 2010
1,809
525
0
Not talking about frames pr. second here guys, but hit registration and enemies teleporting, and this despite server browser ping indications of as low as 28.
 

Reise

FNG / Fresh Meat
Feb 1, 2006
2,689
851
0
Maine, US
I've seen some pretty crazy warping and stuttery latency-related issues on 64 man servers. Then there's some that run fine.

It just seems like some people don't have the right equipment for it.
 

SingeDebile

FNG / Fresh Meat
Feb 23, 2006
325
34
0
So far its been pretty darn good on the 64 player servers (the only ones that I play)... maybe I should try some of the smaller ones for comparison, but without that contrast, and with 5+ years playing ROOST I can say its good right now
 

prowokator

FNG / Fresh Meat
Dec 1, 2006
123
16
0
Finland
I've noticed nothing special on 50+ player servers. I have all on ultra. FPS always 40+ (gotta double check fallen heroes though).

Hit registering might be a bit wonky sometimes on close range, or maybe I just have really bad luck (which I do). Noticed this when firing MG from hip in Apartments indoor parts. Could have been just bad aim, but it made me wonder nonetheless.
 

Branden

FNG / Fresh Meat
Sep 1, 2011
117
298
0
It would depend mostly on the server. If you`re running a 64 man server on a home computer good luck! If the host has a server with a high bandwidth capacity as well as a fast connection, then you should be set. Unreal Engine 3 is very optimized for multiplayer.