If your PC can't switch between 2.4 and 5ghz, you might want to consider buying a wi-fi usb device that you connect on your PC's usb port, since they all offer 5ghz now. Walls will diminish the transmission's efficiency. Also, make sure that your wi-fi connected device isn't too far from your router/modem. 2.4 is used by many devices that can interfere with your connection and thus provoke random lag issues for people who play on your hosted game. If you use wi-fi, it's best to use the 5ghz band instead of 2.4. If you want the fastest internet ( and better hosting capabilities ) I would advice to connect the device you're using to host directly to your modem with an ethernet cable. If you currently have frame rate issues while playing Barotrauma and you want to host, it will probably result in a bad hosting experience. Of course, if you plan on hosting and playing with the same computer, it has to be strong enough to load the game rather quickly. You could take an old PC that you don't use and run Barotrauma's dedicated server executable and it would work even if that PC couldn't run the actual game since it would be too demanding. Hosting is not that demanding for a computer - you can actually use very old computers with "poor" specs as permanent hosting devices, or microcomputers like the raspberry pi for example. Hi, I'm not a tech expert but I would say the prime requisite is to have the fastest internet connection. Old desktop PCs like eMachines? Tried it, the game runs in slow motion for both clients and server. That's my only worry.Īnd yes, important point by The Flaming Pike about Wi-Fi, if it's unstable like mine usually is, the rubberbanding will be unbearable. And I'm still unsure about the accuracy of these numbers, considering I don't even test in real conditions, but it seems reasonable.Īnyway, if you use custom submarines, remember that all players will have to download them from you, some may be a few megabytes large. It's really not much, at least here, even for DSL. Given those numbers, assuming a 16 player server and that all of them use their microphone I can come up with about 2.224 Mb/s, not including protocol overhead. Intuitively I would think the bandwidth alone for one voice would be 120 - 69 = 51 kb/s. I then tried doing nothing for a while, the bandwidth consumed averaged to 69 kb/s.įinally, I tried streaming roughly white noise (very imperfect) over the microphone while still doing nothing ending up with an average of 120 kb/s. It should be safe to multiply that number by the number of players and still get a reasonable estimate. The average bandwidth while in game was 88 kbps, it didn't include voice. The maximum number of packets per second peaked at around 400. I launched a one-player, 8 bots dedicated instance and played a game for about 9 minutes, generating as many events as I could in order to simulate a genuine game. This is because most of the code is shared between the client and the server, and sprite rendering has little impact on performance. If your game runs at a comfortable frame rate, the server should run equivalently.
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