I noticed that Unreal’s dedicated server seems to like handling and deciding most of the replication values. However, collision in multi-players games are always a hog-up on server’s cpu usage. To counter this, I’ve always been a fan of having local machines check for their own collide positions (with some minor problems). SO, I’m deciding weather I should keep doing it my own way or conform to the standard way of having Unreal’s server deciding everything.
Without any further ado, here’s some facts that I world like to know:
How efficient is Unreal 's dedicated server on detecting simple/complex collisions. Any number would be really welcome here.
What kind of typical dedicated server do we need to host a 1000 ccu of shooter demo?
If anyone could help me fill in the void I would really appreciate it. I’m sure other people might want to know these answers too.
My thanks in advance.