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Pyromanix

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  1. CPU requirement would be quite huge, not sure if that Pentium 4 is up to the task I haven't played RO for very long time, but from my short experiences just 30-40 people on screen alone is already start to tax on my frame rate. Especially in WoE when everyone is spamming meteors and such. Which bring to the question, if the number of players increase, isn't server bandwidth also would increase exponentially ? e.g let say there is 100 players in one area. One player AoE and hits 4 other players. The server then would need to inform other 95 players of the damage done, remaining HPs, etc. What if then actually there are actions done by more than one players affecting others at the same time. By right, the number of updates need to be sent out by the server would increase tremendously. Thousands of players in combat in a single area with very high number AoE elements... I wonder and doubt if consumer-level PC can actually handle it. Thanks for your insight. Appreciate it if there is any further arguments to support or oppose this claim, as this question is plaguing me for days
  2. Hmmm, while disregarding how can he get so many players to his server (if 30k players are online, actual number of subbed account going to be in hundreds thousands), the 1st thing that I find unbelievable is the bandwidth... How much are bandwidth required per player if all of them are idle? By the way, he said all the players are online mostly in few areas during Woe..
  3. Hi all. Recently, one of my work colleague claimed that back in 2005, he hosted RO private server, with at least 30000 players online at the same time. I find this very hard to believe, but some other of my colleague said it's possible because RO bandwidth requirement is very low... Is this truly possible? Can Hercules or any other app support that many players? What kind of server hardware needed for this? Appreciate any input. I personally feel he is bluffing, but I lack any facts to say otherwise
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