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How many players in one spot?


#1

Hi! A newbie question, but how many players does SpatialOS support in one spot?

For the sake of argument, let’s define “one spot” as something big-room-sized, say 50x50 meters; that everyone may see each other and there’s body movement; that we pretend the actual mesh rendering cost or GameObject cpu overhead for Unity is zero; and that there’s no voice chat (though that would be my next question, once voice chat is native to SpatialOS).

And a secondary question, how many players could be supported in such a way, with the additional task of synchronizing individual body part movement, due to the players being in VR? (We can go from 3 nodes – head, left hand, right hand – to e.g. multiple fingers.)


#3

Hey @Philipp,

There’s no magic number or generalised calculation that can usefully answer this question, as the answer depends on which load balancing strategy you opt to use, and how you architect and optimise your game.

Given that SpatialOS can dynamically allocate more workers to compute areas of high density and/or activity in your game world, it’s highly likely that you’ll encounter a client-side rendering bottleneck long before you encounter a server-worker side bottleneck that you can’t load-balance your way around.

With regards to your Unity VR use case, while we haven’t yet produced a VR Starter Project or Feature Module for the GDK for Unity, we did previously implement VR in the now deprecated SDK for Unity. Taking a look the code and documentation in that repository may give you a decent idea of how to begin developing VR for SpatialOS. A key learning from that project was that it’s good practice to store and transmit the positions of tracked body parts as offsets from the player’s position.