Ok so tonight I got cell factor demo working without the PPU (thanks to whoever found the switch for the shortcut)
Using all the default settings with the "CellFactor High Graphics" I was getting about 40-45 FPS running around in singleplayer with no bots, and about 20-25FPS with large explosions going off with loads of debris.
So I told a mate about this, he downloaded and installed and hey preso we had the making of a 1v1.
I hosted a non-dedicated server so I could play, our connection is UK MaxDSL which is synced at 8128k down and 448k up (although we might be upgrading to 823k up soon) and my friend had 6mbit down and 256k up on his cable connection.
We had a pretty reasonable game, it stayed synced for a good 30 mins before we had any problems, at which point we both froze and couldn't fire so we quit. It was a bit jerky for my friend but a lot of that is his frame rate rather than laggy physics.
All in all I'd have to say it can't be using much more than about 30-40k/s at peak times for the server to send information on a 1v1 to each client, thats a LOT for a server, but perfectly reasonable for a client.
This is the part where I'm going to GUESS at figures extrapolating from what I've experienced so far. I'd have to say an 8 player death match each player would probably be ok on a 1mbit down and 256k up connection.
The server would need a good 1-2mbit up at least which is a LOT more than most traditional servers (CS servers need about 5-7k/s per player) What this really means is that while it would cost a lot for such servers, gaming online with large scale physics should be perfectly possible for anyone with a decent broadband connection.
I'll post some netgraphs tomorrow when I get home and can do some more testing, I'll likely try out a dedicated server both online and on a LAN with my brother and do some more exact bandwidth tests.
Anyone else had any experience with this yet?
*edit*
My system specs from my sig in case you have sigs turned off:
64 4000+ @ 2.7ghz
7800 GTX 256Mb @ 491Mhz / 1.36Ghz
2Gb PC3200 in Dual Channel
2x 10,000 RPM Raptors in RAID 0
Using all the default settings with the "CellFactor High Graphics" I was getting about 40-45 FPS running around in singleplayer with no bots, and about 20-25FPS with large explosions going off with loads of debris.
So I told a mate about this, he downloaded and installed and hey preso we had the making of a 1v1.
I hosted a non-dedicated server so I could play, our connection is UK MaxDSL which is synced at 8128k down and 448k up (although we might be upgrading to 823k up soon) and my friend had 6mbit down and 256k up on his cable connection.
We had a pretty reasonable game, it stayed synced for a good 30 mins before we had any problems, at which point we both froze and couldn't fire so we quit. It was a bit jerky for my friend but a lot of that is his frame rate rather than laggy physics.
All in all I'd have to say it can't be using much more than about 30-40k/s at peak times for the server to send information on a 1v1 to each client, thats a LOT for a server, but perfectly reasonable for a client.
This is the part where I'm going to GUESS at figures extrapolating from what I've experienced so far. I'd have to say an 8 player death match each player would probably be ok on a 1mbit down and 256k up connection.
The server would need a good 1-2mbit up at least which is a LOT more than most traditional servers (CS servers need about 5-7k/s per player) What this really means is that while it would cost a lot for such servers, gaming online with large scale physics should be perfectly possible for anyone with a decent broadband connection.
I'll post some netgraphs tomorrow when I get home and can do some more testing, I'll likely try out a dedicated server both online and on a LAN with my brother and do some more exact bandwidth tests.
Anyone else had any experience with this yet?
*edit*
My system specs from my sig in case you have sigs turned off:
64 4000+ @ 2.7ghz
7800 GTX 256Mb @ 491Mhz / 1.36Ghz
2Gb PC3200 in Dual Channel
2x 10,000 RPM Raptors in RAID 0