I mean how much mb do online games use in an hour or so?
The games in focus are Killing Floor and Team Fortress 2.
nod32 says hl.exe has used 240kb in total from received and sent data in half an hour or so, but that seems a little bit low.
5 minutes of Killing floor didn't even use up 1kb.
From what I've heard multiplayer games don't actually use very much bandwidth on the clients end. Basically the game is just sending and receiving co-ordinates really fast, the amount of data actually being moved is minuscule. I think the rough amount for games like TF2 is about 30MB-35MB per hour.
TF2 uses [B]at most[/B] 12 kilobytes per second on a full server. That's 43 megabytes per hour. I rarely see it go above 6, though, which is half of that :v:
You can reduce the bandwidth usage with [B]rate x[/B] anyway
Is there a chart for what rates i should change my client to?
Also for Killing Floor or L4D, wouldn't the server have to calculate each zombie's coordinates?
Most multiplayer games just send X, Y, and Z coordinates, kills, and text and voice chat.
So the information sent might look like this:
x252.222
y331.442
z012.595
id1102114 kill id1101210
speech 'marshviperX: lol pwnd n00b'
most everything else happens clientside.
[editline]06:47AM[/editline]
[QUOTE=ashxu;21686830]Is there a chart for what rates i should change my client to?
Also for Killing Floor or L4D, wouldn't the server have to calculate each zombie's coordinates?[/QUOTE]
they all pretty much spawn randomly, it really only has to track 30 or so zombies at once
[QUOTE=Max of S2D;21686774]You can reduce the bandwidth usage with [B]rate x[/B] anyway[/QUOTE]
Wouldn't doing that make the game laggy?
[QUOTE=ButtsexV2;21686936]Most multiplayer games just send X, Y, and Z coordinates, kills, and text and voice chat.
So the information sent might look like this:
x252.222
y331.442
z012.595
id1102114 kill id1101210
speech 'marshviperX: lol pwnd n00b'
most everything else happens clientside.
[editline]06:47AM[/editline]
they all pretty much spawn randomly, it really only has to track 30 or so zombies at once[/QUOTE]
This is only sort of true. To save even more on bandwidth, it only sends the players x,y,z coordinates once, and then sends deltas (the change in position since last update) after that. They also usually compress the data inside the packets both to save bandwidth and to keep prying eyes out between client and server.
Online games are amazingly efficient in terms of bandwidth.
[QUOTE=ButtsexV2;21686936]Most multiplayer games just send X, Y, and Z coordinates, kills, and text and voice chat.
So the information sent might look like this:
x252.222
y331.442
z012.595
id1102114 kill id1101210
speech 'marshviperX: lol pwnd n00b'
most everything else happens clientside.
[editline]06:47AM[/editline]
Not kills, hitscans in case of Source.
they all pretty much spawn randomly, it really only has to track 30 or so zombies at once[/QUOTE]
Ah i see. Thanks :buddy:
I was really worried it would use like 100mb per hour. I have a tight bandwidth cap.
I never realized how much it takes up.
If somebody wonders why games don't send more stuff, it would lag.
If you have 2mb/s download rate, this would mean 2kb per milisecond.
And some of the data has to be transmitted as often and fast as possible, let's say maximum every 10th milisecond, that would make 20kb that can be transmitted in that interval.
[QUOTE=AesoSpadez;21687707]This is only sort of true.[/QUOTE]
There is a lot more to it, I dumbed it way down. But if you understand that part, you understand the basics.
[QUOTE=Max of S2D;21686774]TF2 uses [B]at most[/B] 12 kilobytes per second on a full server. That's 43 megabytes per hour. I rarely see it go above 6, though, which is half of that :v:
You can reduce the bandwidth usage with [B]rate x[/B] anyway[/QUOTE]
Incorrect.
The maximum amount of bandwidth a client can use is around 25 kb/s. 20 kb/s down and 5 kb/s up. On large spammy servers with lots of bullets flying and players generally concentrated in one area, it can easily keep all clients at 30 kb/s for extended periods of time. The average bandwidth use by a player is 12 kb/s; 8 kb/s down and 4 kb/s up.
You can limit to a bare minimum of 8 kb/s, but if the above happens, clients will start getting massive choke and prediction will fly out the window, along with most everything else.
Going by the 25 kb/s maximum, you would use around 90 MB an hour in network bandwidth per player.
MW2 uses a fuck load of bandwidth when you host games.
Really stupid when you have a cap.
I've been trying to block it from hosting with little success.
[QUOTE=GiGaBiTe;21702447]Going by the 25 kb/s maximum, you would use around 90 MB an hour in network bandwidth per player.[/QUOTE]
:confused:
[img]http://imgkk.com/i/gtf5.jpg[/img]
I was on a 24 slot regular server on TF2.
[QUOTE=ashxu;21710640]:confused:
I was on a 24 slot regular server on TF2.[/QUOTE]
25 kb/s x 60 seconds = 1,500 kb x 60 minutes = 90,000 kb / 1000 = ~90 mb
And again, this is the worst case scenario, you'd have to be in gunfire and spam with everyone on the server in the same area for an entire hour.
A more average rate would be between 8 and 12 kb/s, but the Source and HL1 network protocol allow a maximum of 25 kb/s per player. This would equate to between ~28 and ~43 MB an hour.
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