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= Traffic & Bandwidth Considerations = | = Traffic & Bandwidth Considerations = | ||
Note: Currently (May 2008), the server code basically boils down to a packet multiplexer (i.e. most data is -unconditionally- transmitted to all 'active' clients), which may thus create considerable amounts of traffic; this ought to be taken into consideration due to bandwidth limitations in most hosting packages. For basic calculations: inbound traffic is 25 Kilobit per second while outbound is 25 Kbits per second for each plane that can see another. | Note: Currently (May 2008), the server code basically boils down to a packet multiplexer (i.e. most data is -unconditionally- transmitted to all 'active' clients), which may thus create considerable amounts of traffic; this ought to be taken into consideration due to bandwidth limitations in most hosting packages (i.e. '''fgms may create considerable amounts of traffic!'''). For basic calculations: inbound traffic is 25 Kilobit per second while outbound is 25 Kbits per second for each plane/client that can 'see' another. | ||
By default, assuming a 10hz update interval, each active fgfs client will currently cause I/O traffic of approximately 5 kbytes/sec (one update consuming ~500 bytes) [http://www.mail-archive.com/flightgear-devel@lists.sourceforge.net/msg16016.html]. | By default, assuming a 10hz update interval, each active fgfs client will currently cause I/O traffic of approximately 5 kbytes/sec (one update consuming ~500 bytes) [http://www.mail-archive.com/flightgear-devel@lists.sourceforge.net/msg16016.html]. | ||
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In addition, the fgms system allows for traffic updates to be sort of 'mirrored' on (relayed to) other configurable multiplayer/relay servers. | In addition, the fgms system allows for traffic updates to be sort of 'mirrored' on (relayed to) other configurable multiplayer/relay servers. | ||
This feature makes it possible for users/clients to use an arbitrary server (with acceptable latency), but still see clients/vehicles connected to different servers. Thus, such relay servers may additionally increase inbound/outbound traffic considerably. | This feature makes it possible for users/clients to use an arbitrary server (with acceptable latency), but still see clients/vehicles connected to different servers. Thus, such relay servers may additionally increase inbound/outbound traffic considerably as all traffic is mirrored/propagated to such relays. | ||
Having more servers should actually decrease the load on each server in high load situations, i.e. when most of the clients are within range of each other. See this | Having more servers should actually decrease the load on each server in high load situations, i.e. when most of the clients are within range of each other. See this | ||
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