Aldebaran wrote:So on my server 1024 channels max is too little.
Then move to other game, actually this is UT limit even if you have 10 GHz CPU and 300 Cores, and yes, UnrealEngine is limited at this point. That's why those maps won't run ever smoother as they are set - BAD MAPS - doesn't matter what your player wants - they have the freedom to run all shit At HOME, this stuff added On Line won't help new comers to stay in community - that's the major point.
Mindless mappers really don't know an ass about Engine. Epic NEVER EVER made Levels having up to 10 MB with a crapton of monsters/actors, they were splitting Levels in episodes and using server-travel, not all crap in stage at time. Those maps won't run smoother until you take some nasty measures - decimating useless monsters. Example ? Sure ?
Map MeltTown (any version - is nothing fixed nowhere except the one which I'm using ) = 1043 creatures. When my "players" are triggering around 200-300 creatures and battle starts, tickrate goes in trash values - monsters moving + projectiles fired and weapons working and effects all are channels consumers. After adding NoMHSpam actor (a bit revised) and capping monsters at 500, tickrate doesn't really move from 29-30. Simply less creatures are starting to mess up firing and hunting, and CPU CYCLES are working in normal parameters. At these values even using mods with "PawnList" things are working at good speed. The rest of stuff running active in map are devastators as well.
Major hint: If your mod forces 20000 NetSpeed for player but server is configured at 10000 - crappy visual effects occur. Server doesn't accept more than 10000, and mod by server itself is pushing player higher = no more proper timing as long as things will get messy in such case - probed by me by accident.
Like I said, a map can be fun and difficult with only 50+ creatures at a moment and without to load 80 MB+ packages by using a little wise setup - default MH > 2H of game play - with regens < 1H; but all about a harder map ( and fun
- lagging is fun probably ) is linked with SIZE and Number of Monsters after some "geniuses", and this is over what engine can handle at time. Then, I could figure beyond 2015 more insanity - totally unplayable maps ON-Line - MORONS, not mappers, which have never been capable of a minimal Net LAN test in their yard for probing Net Play. Of course they were frustrated why admin did not use their "work" (sorta garbage) - because admin tested map in a hidden server and... deleted it in 3 seconds that's why, for a public location is the same thing - it doesn't look different either.