DW_Hornet wrote:As a amatuer programmer i dont see how ons in itself is so cpu bound for the server. The client should also be more gpu bound. Especially with the client server relationship that exsists. Maybe its the additions of vehicles that kills the performance, becuase the concept of nodes and the core should not become such an issue for the server. I guess we can test that out in vctf.SweetTooth wrote:i have to disagree with you hornet because if you know much about UT then you would know how much of a cpu hog it is. a 32 man server on its own box can have issues and unless UE3 is a lot better at managing its resources then a 64 man server would be absolutely horrible.DW_Hornet wrote:Maybe people are having ons mismatch errors like namu had. Also the fact the server has been going down for unknown reasons isnt helping much. I think we still have our player base its just the weather has been nice lately.
I dont see why ut 07 cant support 64 players (q3 supported 64, hl2 supports 128). Imo it probally going to be a limited to what the user can handle, not the server.
It's not ONS that hogs the CPU, it's the physics associated with 32 people + vehicles + projectiles.
I haven't heard anything about the maximum player count being raised for UT2007. Personally I think they should keep it at 32p -- All the stock maps work okay with smaller numbers of people (ie, 6v6), but very few (maybe Dawn) work well with 32p. The problem would only get worse with 64p. I think there are some basic constraints on how large competitive play can get (good luck trying to organize even a 32p clan match) and on power of footsoldiers vs. vehicles (How fun would it be to play on Spam Vikings if there were an extra 16 guys on each team sitting back and shocking and avrilling any attackers into oblivion?).