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What do you guys think of a player count increase? Do you think the game is perfect with 50v50 or would it benefit from having even more players on the battlefield?

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over 2 years ago - /u/DannyArt_HLL - Direct link

No increase. The game is on bandwidth maximum levels already.

over 2 years ago - /u/DannyArt_HLL - Direct link

Originally posted by 71ststreetfreak

Understood, and I’m thinking theoretically if people would like to see more players on the battlefield. Or if 50v50 is more than enough.

Aaah, I see! Gocha! Nice one!

over 2 years ago - /u/DannyArt_HLL - Direct link

Originally posted by TealSwinglineStapler

Is there some sort of laymen's guide as to why that is? Like would it be possible to have more players if the maps were less busy? Less big? Different engine? I just know next to nothing about the technical side of vids and am curious.

Ah, there isnt atm. Nut there is a rough calculation on Discord made by the community.

over 2 years ago - /u/DannyArt_HLL - Direct link

Originally posted by DannyArt_HLL

Ah, there isnt atm. Nut there is a rough calculation on Discord made by the community.

Nut? I mean But...

over 2 years ago - /u/DannyArt_HLL - Direct link

Originally posted by DannyArt_HLL

Nut? I mean But...

They were made by MrSyntax in the HLL Discord.

"Posting this wall of calculations here for anyone wondering why only 100 players and 12 vehicles?"

"So what do we need to send across the network? it depends ofcourse on what level of anti-cheat we want, if full server managed we get to this aproximately -->

per player - position (x,y,z) 3x float - orientation (rx,ry,rz,rr) - 4x float - stance (crounched or standing or laying down) - 1x bit

per smoke and grenade - position (x,y,z) 3x float - range (how far does it spread) 1x float - timer (how far along is the smoke?) 1x int32 - type of smoke or grenade 1x bit

per bullet - position (x,y,z) 3x float - orientation (rx,ry,rz,rr) 4x float - direction shot at(x or y or z) 1x bit - type of bullet (mg, thompson, tank mg or shell etc) 1x int32 - speed of bullet (for distance trajectory calculations) 1x int32

per vehicle - position (x,y,z) 3x float - orientation (rx,ry,rz,rr) 4x float - damage (how much percentage? what part?) -- for each part of the vehicle: 1x int32 for the percentage (in HLL 4 parts so x4 int32)

i may have forgotten some values..

so what does each valuetype cost? - float : 4 bytes == 32 bits - int: 4 bytes == 32 bits - bit : 0.125 bytes == 1 bit

then lets calculate it for each type:

per player 225 bits per smoke or grenade 161 bits per bullet 289 bits per vehicle 352 bits

so lets calculate this. we want 100 players to see eachother and 12 tanks which is the max for HLL, lets throw in about 20 smokes or grenades and let each player shoot 30 bullets at the same time. 100x225 bits = 22500 bits == 2812,5 bytes 12x 352 bits = 4224 bits == 528 bytes 20x 162 bits = 3240 bits == 405 bytes 100 players x 30 bullets x 289 bits = 867000 bits == 108375 bytes

total of : 112120,5 bytes / 1000 bytes == 112,12 kilobytes so to see an epic immense battle of 100x100 players per this calculation will require your pc to send and receive 112,12 kb of data per frame. lets get upto 60 frames ;; 112,12 * 60 ==6.727,23 kilobytes or 6,72 megabytes of data send per 60 frames per second .

Now lets get to the ISP which delivers an average of 50 megabits to most homes (in the netherlands) ;; 1 megabyte == 8 megabits. 6,72 megabytes * 8 == 53,8 megabits.

and theres your aproximate answer @TotallyNotDannyArt and @Deleted User . it requires a LOT of data to be sent across the network, and each client has to have that speed to get everything processed correctly.

it starts out small, but accumilates into a big amount of data being sent across just to synchronise everything.. ofcourse take the above with some grains of salt.. i mean, these are just estimates and there are clever ways of reducing that network usage but most of the time that means sacrificing game security / anticheat and such

~FIN~ of wall of text of calculations lol

things i didn't even consider yet, mentioned by @Chris Ψ

there's also the overhead of the connection and in the packets being sent, which will mean even more data is being sent. Theres also the voice comms, everything on the map, the scoreboard, and other such info

I'm sure theres things that could be done to allow an increase in players, but I dont really see doubling the amount of players as something that will happen. Especially as things are fleshed out and added and theres more data that needs to be sent, like cosmetics each person has, mines, explosives, more weapons and other things that will make some of the number sent even larger, info about the map, etc