Re: [Opentnl-general] CPU 97%
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From: Ben G. <be...@ga...> - 2005-03-07 05:05:05
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Allan Simonsen wrote: >Without having disected the program in-depth, I would >assume that it's running in a tight loop at the >moment. As such it'll use whatever CPU is available. >Even if it's using 97% with 0 users, doesn't mean it >would use more than that as you add more clients. > > The TNLTest app is pretty basic, and not at all optimized. It also (unless Mark's rewritten it recently) uses GLUT, which is not very oriented towards minimal CPU usage. >Having said that, I'm not convinced that OpenTNL is >ideal for MMOGs (if anyone on the list knows >different, please speak up :) ) - it's optimized for >peer-hosted servers (such as Quake, Halflife or >Tribes), rather than centrally hosted ones. Different >paradigms. > > The paradigms are the same. Quake, Halflife, and Tribes are all run on central servers. The only difference is that MMOs can swap clients between servers, and tend to be backed by some central databases. Of course, there were some Tribes mods that had database backends, too... :) A peer-hosted game would be something like Age of Empires, which can deal gracefully with the "server" disconnecting - the "server" designation is just for convenience. >With MMOGs, CPU and bandwidth consumption is much more >important. While many peer-hosted games these days >needs broadband connectivity for 16+ clients, your >average MMOG rarely sends more than 1-2 kb/s to each >client, since it's paying through the nose for each MB >of data transmitted on it's network. Latency is >horrific, but since gameplay by and large isn't >twitch-based, it's not much of a problem. > > I'm not really sure which network library you're talking about here. For Zap, a twitch based game which uses TNL, the typical figure is around 2kbps/player. For an MMO type application, you would scale down your update rate and precision - send only one or two updates a second rather than around a dozen. Instead of sending positions as things move, send destinations. And so forth. We did some of those optimizations in Torque for the RTS Starter Kit and were able to get up to around a hundred visible units moving around with very minimal lag. Bandwidth is a crucial issue for _any_ networked simulation, be it MMO, FPS, parallel computing system, etc. and TNL is a very powerful tool for minimizing bandwidth. Ben Garney Torque Technology Director |