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Memory Usage Per Player?


Darrien

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Not that we've ever worked out, but it should be calculable as follows:

1) Start a server with no players. Fresh world.

2) Join as a player in Muldraugh. Make note of memory usage.

3) Join another player in West Point. Make note of memory usage.

This is worst case scenario for that second player, since they require entirely different map section to be loaded up there is no shared memory usage between them for sharing areas of the map. The jump in memory between player 1 and 2 should be the worst case 'per player' memory hit assuming no players ever occupy an overlapping area of the map.

It won't be exact, as it obviously depends on how many zombies, or how many buildings, or X, Y, Z, around a particular player. The map areas loaded up are the vast majority of memory used so a player in the middle of a field is using less memory than one in downtown West Point surrounded by 100 zombies. So maybe do a 1.5x on the per player memory footprint on that second player to find a really conservative number per player for any potential worse case scenarios.

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  • 1 month later...

I spend a lot of time watching memory utilization on my server and I think it's ~300MB RAM per player

Like Don't Starve Together on Steam, the server utilization of memory or cpu usage increases the more players are in the game, not because of the players themselves but the entities that are suddenly 'awake' and active around each player.

 

In the mentioned game, it's not a RAM issue and is more of a CPU multi-tasking issue as there are less 'intelligent' AI and more numerous types of entities.

 

In this game, everything has a script attached to it, be it plants, trees, and zombies. And since it's Java, it frankly will consume more than twice as much RAM due to how it utilizes it's language to compute your entities, as Java is pretty much RAM intensive.

 

So the more 'active' entities available, the more ram used, and the higher RAM capacity and speed needed to balance out the server.

 

Meaning for a 'decent' player count (of like 16 players scattered in the world map) and for perfect performance you need 8 to 16 GB of 2100+ Mhz RAM in all four dimm slots to parallel compute them, and a good CPU to multi-task these memory manipulation.

 

That is, before buggy and erroneous stuff starts to happen like memory leaks and such.

 

You can greatly reduce memory use if you modify the zombies to be less threatening as that would mean they would take less action on the cpu and memory.

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  • 3 weeks later...

you can not push the blame on the features... it is the biggest crap of the new generation developers!

our processors are no longer part of a big room :'D

a cheap dual core processor could manage thousands of bots and players! (for self)

server often require more power (cpu/ram) than the client. I can not understand this!

What the CPU has to do?

Client

- all visual

- render animation

- manage "textures" (RAM)

- convert a simple "bit" from server in an intricate drain (clientside things)

Server

- simple calculate "points" on an xyz axis (ai)

- give the points properties (like the number "126" for an animation to client)

- run simple "if... then" things

- 30 years ago it was already possible to calculate a point on an xy axis (for server, it is still just a point)

What the RAM has to do?

Client

- too many

- textures, pictures

- ..........

Server

- collisions grid around the player (no color... only lines) MAX. 50mb

- world items/player items (only numbers....) ~ 15mp

- start points of a calculation (or from save) ~20mb

- cords, properties of ai and players (only m-sek to transmit)

many server of games load the same resources as the client... obscure...

good server programming is to take distance from the client resources.

a beginning would be a to create separate collisions map, game package and calculat logic for servers (only the point and lines things^^)

yes and i need to learn better english ;)

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