What design aspects affect server requirements, if any?


(Ifurita) #1

I was told by one server admin that many arches/curves increase the cycle load on the server (or something. can’t remember) as it sends updates to the client. Is there any truth to this.

We all watch tris, r_speeds, and FPS in the design process, but are there other issues we need to be aware of from the server admins’ perspective?

Thanks


(rgoer) #2

The most relevant aspect of map design (from a “server load” perspective) is one that is frequently overlooked: map suckage. If you produce a map with an extremely low suckage quotient, servers running the map might see sudden and sustained spikes in their client loads, possibly bringing weaker servers to their knees. On the other hand, if your map sucks a whole, whole lot, any servers running it could probably do their jobs just as well if they were powered down.


(redfella) #3

What I think rgoer is trying to say is that there are no server-side things that we have to worry about… Just don’t make bad maps.

:chef: