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Impact on server and bandwidth performance of vehicle simulation

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    Impact on server and bandwidth performance of vehicle simulation

    Has anyone ran a VCTF or Warfare server where just about every person was on a vehicle at one time? I'm looking for solid information on impact on server performance of the vehicles themselves (PHYS_RigidBody objects) en masse. I'm also curious to know whether the rigidbody state replication and management is more or less bandwidth intensive than normal Unreal actors.

    #2
    I get a 10% increase CPU usage and about 50 megs memory... but that's to be expected because of all tha data that the machine's crunching...

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      #3
      Interesting, thanks.

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