Hi, i've been wondering what causes the limit of entities for a server to be around 100-150k? Does a wall count as 1 entity or does it get a different value like say 10 or 20? I don't run a rust server so I can't do benchmarks myself. Just curious since i'm a small indie dev with little experience in running a game server.
I assume its something along the lines of the server handling so many objects where adding or removing any makes it take more time to edit/sort a list of these objects? Or is it something different/combination of things?
At this point, probably performance and physical limitations on the server (e.g memory). That or there's some arbitrary limit in the code at the moment.
Prior to the move to Unity 5 (which is still in beta), the hardcoded entity limit was 65,535 physics colliders, and there was a cumbersome and tedious crutch workaround that batched adjacent colliders like walls into one when they weren't being actively damaged in order to keep the server under the limit. It's also why decay is a thing in legacy -- once the server hits the limit, [B]nothing[/B] can be built until a collider's destroyed.
Now, the hard limit for objects is when the server runs out of memory to keep track of them all, although there could be restrictions in the code to keep it in manageable limits... or maybe it's just the server process hitting its memory limit. Hard to know from the outside.
Thanks for the reply =). I remember talk about the collider limit which is nice unity 5 doesn't have this anymore (or atleast its a very high number). It would be interesting to hear about the current limitations in detail so you could get an idea of whats possible with optimizations in the future.
Ex: What kind of server hardware/code optimizations would be necessary to have a rust server handle 2-3x more entities. I play on rustafied and instead of the not to distant past of wiping every other day, we now stave off wipes till the friday updates which is great.
I don't think the server can handle to much after a week but rust has made a lot of performance gains in the past couple months.
[QUOTE=Slaghton;47031156]
Ex: What kind of server hardware/code optimizations would be necessary to have a rust server handle 2-3x more entities. I play on rustafied and instead of the not to distant past of wiping every other day, we now stave off wipes till the friday updates which is great.
I don't think the server can handle to much after a week but rust has made a lot of performance gains in the past couple months.[/QUOTE]
I can't wait until the game is in a state like legacy where there isn't a wipe for months. Even though the official servers were full of hackers, I still played there mainly for this reason. I like having a base for a long time, improving on it over time etc.
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