Each client gets data from the server on every other players position in the map ... as well as a lot more data about the other player. Each time you add a player to a game it adds a significant amount of packets to each and every client.
This is why we almost never see any servers set for more than 40 players. You have to have a top notch PC and bandwidth for each client to go much beyond that. -----Original Message----- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of m0gely Sent: Thursday, March 03, 2005 1:17 PM To: [email protected] Subject: Re: [hlds] Switching from Linux to Windows K. Mike Bradley wrote: > Even with 200 separate servers the client side requirements would be > un-doable. I don't get what you mean. The client is only going to care about the server it's connected too. If that server has 16 slots in it, then it's no different than any other 16 slot server, even if the box has 10 other servers on it. -- - m0gely http://quake2.telestream.com/ Q2 | Q3A | Counter-strike _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds

