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Re: > 50 Servers(Would This Work)

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HuskiesPancake is online. HuskiesPancake
Joined: 12 Apr 2013
Total Posts: 2623
21 Feb 2016 07:58 PM
So I just came up with this idea for how to make over 50 player servers, alright so here is how it works


there is multiple servers but the servers end data to each other of every players location and attire

Would this be possible?
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HuskiesPancake is online. HuskiesPancake
Joined: 12 Apr 2013
Total Posts: 2623
21 Feb 2016 07:59 PM
Like Lets say There is 2 Servers


Server A:Player1,Player2,Player3


Server B:Player5



Server B Send Player5's Location to server A and Server A send player 1 2 and 3's location to server B
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KAMIKAZEPOLO is not online. KAMIKAZEPOLO
Joined: 14 Mar 2012
Total Posts: 1049
21 Feb 2016 07:59 PM
would be a lot of latency with player's movements

you would not want to do this with a FPS or something of that sort.

this might work with something like a turn-based RTS.
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DevSmart is not online. DevSmart
Joined: 16 Jun 2012
Total Posts: 139
21 Feb 2016 08:00 PM
Wouldn't that lag... a lot.
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HuskiesPancake is online. HuskiesPancake
Joined: 12 Apr 2013
Total Posts: 2623
21 Feb 2016 08:01 PM
Worried About the lag of tracking the player location, a football game has this and there replays are very slow and low framerate

could I make it smooth in any way?
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HuskiesPancake is online. HuskiesPancake
Joined: 12 Apr 2013
Total Posts: 2623
21 Feb 2016 08:02 PM
Then again, Unions?
And Filtering Enabled.
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morashsPeasant is not online. morashsPeasant
Joined: 06 Jan 2011
Total Posts: 4944
21 Feb 2016 08:02 PM
Loading characters and their positions in each server is not feasible, however for an RTS (like kamikaze mentioned) it is possible through HttpService.

For a football replay, maybe you should just collect all the data (there'll be lots of it), send it off to your web server and using httpserver get that data on 49 other servers and interpret it. It won't be possible to make a live football game doe..
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morashsPeasant is not online. morashsPeasant
Joined: 06 Jan 2011
Total Posts: 4944
21 Feb 2016 08:03 PM
and by data I mean, player information, position, ball locations - all that fun stuff.
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HuskiesPancake is online. HuskiesPancake
Joined: 12 Apr 2013
Total Posts: 2623
21 Feb 2016 08:04 PM
No that was just a example of how laggy it is to track player position
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morashsPeasant is not online. morashsPeasant
Joined: 06 Jan 2011
Total Posts: 4944
21 Feb 2016 08:06 PM
If you do it right, it's possible.
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HuskiesPancake is online. HuskiesPancake
Joined: 12 Apr 2013
Total Posts: 2623
21 Feb 2016 08:07 PM
I would test this, but there is no way to get >50 people in a game for testing
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HuskiesPancake is online. HuskiesPancake
Joined: 12 Apr 2013
Total Posts: 2623
21 Feb 2016 08:12 PM
It would be cool to see, if this is done right when roblox holds a special event instead of 50, thousands of people can see them


I dont think its that big of a strech if its just a build
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phoenix53124 is not online. phoenix53124
Joined: 25 Feb 2009
Total Posts: 4889
21 Feb 2016 08:17 PM
Good luck compressing the data to a level that won't overflow the DSS buffer.
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morashsPeasant is not online. morashsPeasant
Joined: 06 Jan 2011
Total Posts: 4944
21 Feb 2016 08:18 PM
I'm sure roblox can make something where a TON of people can join but only a few have their changes replicated.. Not sure how powerful a server would have to be.. Wouldn't it be like video streaming? idk
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phoenix53124 is not online. phoenix53124
Joined: 25 Feb 2009
Total Posts: 4889
21 Feb 2016 08:20 PM
The best way to do it is to basically guess about a few things as to save time and throughput potential. But controlling what is and isn't important would take one heck of a smart switch. You could put in a few requests per second, but make sure you manage the data properly.
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HuskiesPancake is online. HuskiesPancake
Joined: 12 Apr 2013
Total Posts: 2623
21 Feb 2016 08:23 PM
What would be more important?
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HuskiesPancake is online. HuskiesPancake
Joined: 12 Apr 2013
Total Posts: 2623
21 Feb 2016 08:28 PM
Like Welds?
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morashsPeasant is not online. morashsPeasant
Joined: 06 Jan 2011
Total Posts: 4944
21 Feb 2016 08:31 PM
You could make general assumptions about the players movement patterns. Instead of storing welds, store their state "Walking" or jumping until it changes. Track their position in a regular interval (then use :MoveTo(savedPosition) when decoding the data). And split the maps into grids so you don't have to store each variable individually. Going another level would be splitting the grids into smaller grids until you can accurately guess the position (use a combination of letters and numbers, capitals or symbols).. it'll be hard but not impossible.
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HuskiesPancake is online. HuskiesPancake
Joined: 12 Apr 2013
Total Posts: 2623
21 Feb 2016 09:59 PM
What do you think is the max players you could have?
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HuskiesPancake is online. HuskiesPancake
Joined: 12 Apr 2013
Total Posts: 2623
21 Feb 2016 10:19 PM
1K?
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phoenix53124 is not online. phoenix53124
Joined: 25 Feb 2009
Total Posts: 4889
22 Feb 2016 05:18 PM
As many as you can cram through DSS.

If you somehow got your throughput down to 10 requests per minute or less, then it could be perpetuated indefinitely. But that's...unlikely.
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ScriptedObjects is not online. ScriptedObjects
Joined: 27 Sep 2012
Total Posts: 956
22 Feb 2016 05:24 PM
I'm pretty sure that a couple of weeks ago DSS's limit was quadrupled.
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Avantias is not online. Avantias
Joined: 03 Oct 2014
Total Posts: 1960
22 Feb 2016 06:07 PM
omg whats with player 4 !!
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