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- Sk8er913
6 cars works on.... a .... umm... Test day?A jump from 6 to 16 sounded like a great idea to me.
6 cars works on.... a .... umm... Test day?A jump from 6 to 16 sounded like a great idea to me.
Nurburgring 24h allows 96 I think. Le Mans is 56.
If you look at the car count for some of the bigger racing series, I think it shows 24 is the minimum to give them justice but 32 would be more ideal
43 - NASCAR
38 - Super GT
34 - TUSC
32 - WEC
30 - BTCC
25 - V8 Supercars
24 - Indycar
24 - DTM
20 - Formula 1
17 - WTCC
I don't think that would be an issue, just spam randomly painted base models.PD have filled some grid positions with older race cars, Base Models and cars that fit their(PD) PP criteria.
I don't know how game they'd be to double up S-Tai cars and WRC cars in a 32 car grid for a 550pp offline race. They'll have to up the car count with new race cars.
As it is in GT6, 32 NASCAR models, seems likely PD will make this the standard. Maybe Nurburgring will be like Sierra depending what class of car is chosen (maybe not if it's a GT event) in offline races. 32 Super GT cars (not counting the GT300/500 black Base Models) and 29 LMP Prototypes, PD is going to have pull a miracle trying to get a 25 car grid with V8SC, DTM and anything BTCC. Then again, makes me scratch my head if they'll even go above 16.
I wish we could get that many into a GT lobby, but it wouldn't work. lolAlmost. In 2015, there were 151 starters at the Nürburgring 24 hours.
They can probably do more at the nordschliffle.24 players for online raciing would be awesome!
The calculations and assumptions in the first post are... strange.
No, you don't need a label for each value. each client will know that the first 16 bit number is for one thing, and the next 16 bit number is for something else.
Furthermore, each client does not need to upload every other player's information, just their own. The host needs to, however, and among 32 players, it shouldn't be too hard to find someone who can upload faster than 100 kB/s. Personally, I can upload at 6 MB/s.
The host will remember which client is in which car without having to receive that information over and over again. Once the connection has been established, the host will know that any information that comes from a certain connection is for one particular car. It doesn't have to be reminded of this again unless a connection is lost and needs to be re-established.
The host does also not have to send the same data to each client. Sending the same data to each player saves processing power, so it's useful if you have thousands of clients, like in an MMO game server. However, with 32 players, it could be possible to send only the relevant data for each player. When cars start spreading out, you only need to know the exact location of those around you. The further away, the less information about a car you'll need.
The data format could be built in a way that lets you dynamically omitt the least significant data when the system detects that it's choking, such as for example at a grid start with 32 cars. The server software could also perform a connection test and recommend lower grid sizes if it sees that it won't have enough bandwidth for it.
Good point, but it would only save 15/16ths of the data in a 32 player game and it only saves 11/12ths in 24 player game. Although that could be used to power the text chat.However, with 32 players, it could be possible to send only the relevant data for each player.
that's what the stars are for when you create the room. Although I agree that it should be expanded.The server software could also perform a connection test and recommend lower grid sizes if it sees that it won't have enough bandwidth for it.
Then how will it keep track of which player that the information came from? Shouldn't it have a name or number attached to it so that it knows were each player is located? If the information is not associated with a player then its just useless cordinates that don't mean anything. Correct me if I'm wrong, but I don't think I am wrong. Although I don't have a programming job anymore so, .The host will remember which client is in which car without having to receive that information over and over again. Once the connection has been established, the host will know that any information that comes from a certain connection is for one particular car.
There has to be some kind of name in the software or it wouldn't work. Recievers have a number attached to it, and there are only 2 numbers so its unnecessary. But if you have 3 connections then there are 2 different connections to keep track of and needs to be named accordingly.The server will know whose coordinates it is by checking which connection it came from. The underlying network architecture of the internet allows for this.
It's just like you don't need to announce your name before every sentence you say when you're on the phone. The receiver knows it's still you on the line until you hang up.
That's what I was thinking!Why not shoot for 43 offline then?
It would be great to have 24 or more cars in grid start, but 32 would be great on big tracks, but on small tracks like autumn ring mini or smaller then 12 is good
I hate to tell you, but you should use the edit button or multi quote to avoid double postingThat's what I was thinking!
The PS4 is approximately 12 times more powerful than the PS3. If you use double the processing power on AI, and on grid space. You still have 10 or 11 more PS3s of spare power to use.More cars on the track less power for physics and everything else!
24 and 32 car grids are hardly "massive" its actually less than what most real life racing series have.To be honest , I dont want massive grids , , GT will probably end up like PCars with ridiculous amounts of cars on one grid which kinda spoils PCars for me .
You could always adjust the opponent count in Solo mode...To be honest , I dont want massive grids , , GT will probably end up like PCars with ridiculous amounts of cars on one grid which kinda spoils PCars for me .