Old?
http://www.youtube.com/watch?v=_bYYT6Wg3Gg
Seems like they bit off a fair bit, will be a stunner if they can chew it all.
Darkfall
Depends on the FPS. The faster the pace, the worse it scales because the real restriction is on the number of updates per second versus the number of players visible at one time versus how many unique actions that player can be doing at any 1 time.4days wrote:isn't bandwidth an issue with lots of folks in the same fps?
fiver says it still uses some sort of twaddle-based combat system like other mmmoopraprgs.
Sending location and direction facing for each player is OK. Adding the ability to tell when they're firing their gun, which gun they're holding, and maybe some custom animation sequences for gestures/reloading, and that adds another lump of overhead to every update.
Then if you're updating twice a second, that's not so bad. 20+ times per second (cl_maxpackets in Q3, more or less) and it gets to be more of a pain in the ass.
Planetside was an MMOFPS, and it handled things surprisingly well. Before its time though, as it needed a gig of ram before a gig was common... but in terms of bandwidth it handled its shit pretty well with anything up to 100 guys in view.
Oh and it gets worse if you're using projectile weaponry in the game too as you then have to track those objects x many times per second, and if its a rapid-fire projectile that's a lot of objects. Wide open maps only make things worse, too. There'll be a tendency towards instant hit stuff in the MMOFPS genre.