DevilDog (DayZ) 455 Posted July 5, 2012 Ok, I am just wondering what makes the servers different that MMORPG games use vs what FPS games use?Example. Why in Star Wars Galaxy could they have 100s+ players on 1 server with pretty much no issues and the land mass was massive. But FPS games can only have <70 generally and they have problems? Share this post Link to post Share on other sites
howichrgelazer 69 Posted July 5, 2012 The engines and the requirements of those engines are different. I'm no game programmer or designer, so understand that I'm not an expert here (and I could very well be mistaken), but this is how I understand it. For example, with DayZ and Arma, you have a lot of clean up processes going on in the background (for spawning loot and such), the AI for zombies takes more of a toll than an NPC that stands stationary and distributes loot, plus you have updates for the locational hitboxes, the weapon firing, vehicle position updating, etc.It all comes down to the features of that game and the netcode. FPS can be pretty demanding when it comes to bullet registration and updates of that nature depending on how you slice it. So trying to get everything in as efficiently as possibly is important, but I'd assume to the extent of the scope of the project.The good news is, IIRC they mentioned that ArmA 3 servers were doing good with a large number of players. So I'm interested to see how it turns out. Share this post Link to post Share on other sites
DevilDog (DayZ) 455 Posted July 5, 2012 Awesome thank you for the response. Share this post Link to post Share on other sites