Hundreds of players on one server
DoneTech proof
Measured: 200 bots at a steady 30 Hz with 5,000 physics props in a crowded test world, on one dedicated test server.
Done: Finished and in use.
The first question for GAMPEON was whether one Unreal Engine server can carry far more players than usual without dropping frames. We tested it with headless bots that run around, jump and push physics props, in a world packed much tighter than a real map.
- The engine limit of 127 players per server is gone: a patch to the network layer raises the connection limit.
- Servers protect their tick rate and turn new players away politely when they get close to their time budget, instead of slowing down for everyone.
- With 200 bots and 5,000 physics props, the server held 30 Hz and used about 80 percent of its time budget per frame.
Bots are cheaper than people: they send fewer updates and run no scripts, vehicles or inventories. The next step is testing with real players, which comes with the Closed Alpha. The story behind it is in the dev blog.
Last updated . Plans can change. Ideas and questions are welcome on Discord.