Dan wrote:
> - Original Message -
> From: "Wilfried Mestdagh" <[EMAIL PROTECTED]>
> To: "ICS support mailing"
> Sent: Wednesday, November 02, 2005 5:05 PM
> Subject: Re: [twsocket] [ICS] mmorpg capacity question
>
>
>> Hello Francoi
- Original Message -
From: "Wilfried Mestdagh" <[EMAIL PROTECTED]>
To: "ICS support mailing"
Sent: Wednesday, November 02, 2005 5:05 PM
Subject: Re: [twsocket] [ICS] mmorpg capacity question
> Hello Francois,
>
>> Not sure. I think a workstation i
Hello Francois,
> Not sure. I think a workstation is limited to a something
> around one hundred.
I think this is only the case for win9x+ OS. All NT+ versions are very
high _if_ limited. Limitations on NT+ workstations are max simultanous
other workstations who are windows networking, but not pu
> >> You need to have a Windows _server_ version to support
> >> 1000 simultaneous connections.
> > I wonder what the limitations on workstation versions are?
> > A few hundreds?
> There is no limitation. The difference is that
> the server versions will
> hadle more efficient this kind of huge I
Hello Jack,
There is no limitation. The difference is that the server versions will
hadle more efficient this kind of huge IO.
The only limitation is the amount of non-paged memory pool (the part
that not be swapped to disk). On Intel86 systems this pool can grow to
maximum 1/8 of phisical RAM. A
I wonder what the limitations on workstation versions are?
A few hundreds?
> You need to have a Windows _server_ version to support
> 1000 simultaneous connections.
--
To unsubscribe or change your settings for TWSocket mailing list
please goto http://www.elists.org/mailman/listinfo/twsocket
V
[EMAIL PROTECTED] wrote:
> Would TWserversocket, when implemented correctly, be able to run an
> online game with +/- 1000 connection/players, using tcp/ip?
>
> The Mmorpg is semi-realtime where each connection send an average of
> 6 short packets (< 50bytes/packet) per second.
>
> My server is a
> Would TWserversocket, when implemented correctly, be able to run an
> online game with +/- 1000 connection/players, using tcp/ip?
There is nothing in the component that limit the number of concurrent
client. It is mainly the OS and server hardware that limit the number of
concurrent client. Yo
Would TWserversocket, when implemented correctly, be able to run an
online game with +/- 1000 connection/players, using tcp/ip?
The Mmorpg is semi-realtime where each connection send an average of
6 short packets (< 50bytes/packet) per second.
My server is a 2.8 Ghz 1mb ram and needs to runs a