Benchmark max concurrent players
It would be nice to have a snapshot of performance on the website or in the book so that everyone knows what can be achieved with Ambient.
I only have that very rough smoke test I did months ago and it didn't even test a real game - it was just to double check if we can handle ~100 concurrent connections. We could start with:
- a baseline - an empty project (one created with
ambient new). - something that at least has input messages (not only ECS diffs) and maybe some processing on the server (a physics simulation running) - based on third party controller or some other example so that people know what to expect in a closer to real game scenario.
For all cases we want to answer the question how many concurrent connection a single Ambient server can sustain while still running the simulation reliably at 60 FPS.
I know @droqen has been working on these benchmarks, specifically for the up and coming wasm runtime improvements
I know @droqen has been working on these benchmarks, specifically for the up and coming wasm runtime improvements
I believe these are different. This issue is more about the size of a game in terms of max concurrent players while @droqen 's benchmarks stress test the client.
Updated the title for clarity.
After a conversation w @pierd I have an idea for how to tackle this
Basic requirement for a benchmark that would be useful for benchmarking max concurrent players
- Simulate clientside inputs, so that any # can be run
My idea
- Boids where each boid is an individual automated client
A related thing would be to state Ambient's optimal cloud VM type: General purpose vs Memory optimised vs Compute optimised. Including some recommended specs.
That's highly dependent on the game but I agree that having ballpark numbers from the benchmark would be useful.