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  1. #1
    Player Ihnako's Avatar
    Join Date
    Apr 2011
    Posts
    310
    Character
    Ihnako
    World
    Odin
    Main Class
    PUP Lv 99
    Why should I proofe you wrong when you allready prost that you don't have a clue.

    #1 You only have 80 slots permanently loaded (your inventory)
    #2 The additional 80 slots from your satchel/sack/mog safe/etc. are loaded temporarily

    So in case you want to access anything other than your inventory you ask the server to transmit the items to your temp. inventory. So every additional temp. inventory will increase the serverload and now we scale - 1,000 player using 3 temp. inventories withing 1 second that would mean,
    - implied that each item is only a dword (2 byte)
    - each temp. inventory can contain 80 items (80 x 2 = 160)
    - 3 temp inventories (160 x 3 = 480)
    - 1,000 player (480 x 1,000 = 480,000)
    So you would add 468 kb/s for only 1,000 player.

    Now a more realistic scenario: 4,000 player, 4 temp. inventories = 2,560,000 byte/sec.

    And now another problem - you have to unload/overwrite your temp.inventory cause you only can hold one additional temp. inventory (80 inventory + 80 temp. inventory).
    So you have to load tem.inventory(a), unload/overwrite it with temp.inventory(b), aso. And that will take time (in relation to your overall system performance)

    btw. in all cases I didn't included header, CRCs and what some people will describe as lag and packet loss aso. HAIL the INTERNET!
    (0)

  2. #2
    Player FrankReynolds's Avatar
    Join Date
    Mar 2011
    Posts
    2,592
    Character
    Mrkillface
    World
    Cerberus
    Main Class
    MNK Lv 99
    Quote Originally Posted by Ihnako View Post
    Why should I proofe you wrong when you allready prost that you don't have a clue.

    #1 You only have 80 slots permanently loaded (your inventory)
    #2 The additional 80 slots from your satchel/sack/mog safe/etc. are loaded temporarily

    So in case you want to access anything other than your inventory you ask the server to transmit the items to your temp. inventory. So every additional temp. inventory will increase the serverload and now we scale - 1,000 player using 3 temp. inventories withing 1 second that would mean,
    - implied that each item is only a dword (2 byte)
    - each temp. inventory can contain 80 items (80 x 2 = 160)
    - 3 temp inventories (160 x 3 = 480)
    - 1,000 player (480 x 1,000 = 480,000)
    So you would add 468 kb/s for only 1,000 player.

    Now a more realistic scenario: 4,000 player, 4 temp. inventories = 2,560,000 byte/sec.

    And now another problem - you have to unload/overwrite your temp.inventory cause you only can hold one additional temp. inventory (80 inventory + 80 temp. inventory).
    So you have to load tem.inventory(a), unload/overwrite it with temp.inventory(b), aso. And that will take time (in relation to your overall system performance)

    btw. in all cases I didn't included header, CRCs and what some people will describe as lag and packet loss aso. HAIL the INTERNET!

    There is so much wrong with what you just wrote that I don't even know where to begin.
    (0)