Game Development Community

Tribes 2 could. Why cant Torque handle over 100 players?

by Josh Albrecht · in Torque Game Engine · 07/15/2003 (10:05 am) · 27 replies

Maybe I've screwed something up, but from what I've seen, torque cant realistically handle 100 players like tribes 2 could. I made a server, and started adding AIPlayers to it (they dont have any more AI routines than the stuff already in the head)

When I got to 50 bots, the fps was at 14 while I was far away from, and looking away from the bots. If I doubled that number, it would bring my machine to it's knees, and this machine is better than anything that was out when Tribes 2 was released (1800+ processor, 512 mb DDR RAM, GeForce 4 Ti4200 128mb)

I tried using the profiler to figure out what was slowing it down so much, but I couldnt really see the problem. There was obviously considerable time spent in the player update functions (about 8%) but that shouldnt be crippling enough to bring my computer to it's knees, should it?

What am I missing here? Why cant torque handle 100 bots?
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#21
07/16/2003 (3:12 pm)
But I dont want my game to have to be run on a dedicated server, and I dont believe that J. Donavan Stanley was using a dedicated server when he had 100 bots running around.

I realize it would make things faster, yes, but I cant have a dedicated server in my game. :(
#22
07/16/2003 (4:36 pm)
Wow dedicated server makes a _HUGE_ difference. Thanks for the advice guys.

Josh,

I know what you mean; I was hoping to use aiplayer for enemies in single player games. But in all honesty, most games that I play only have a hand full of enemies on the screen at a time anyway, so it's not that bad (I guess).

John.
#23
07/16/2003 (5:23 pm)
Well, I want to have a game more like an RTS (real time strategy game) along the lines of warcraft or something, and wanted two players to be able to control teams of bots against each other.

So where in torque is this huge discrepancy in performance between something like warcraft and the bots in torque? Is it just a general bloat of everything in shapebase and player classes?

@J. Donavan Stanley: Did you use a dedicated server?
#24
07/16/2003 (7:19 pm)
Terrain collision is im sure a large factor.
#25
07/16/2003 (7:21 pm)
I would start by cleaning shapebase and player classes josh... there's lots of stuff you won't need for doing simple units.
#26
07/17/2003 (3:36 pm)
The concensus is to remove shapebase on up that is what I started working on.
#27
07/17/2003 (6:55 pm)
Good luck!
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