Beta program is not limited to the privilege of setting up to 200-players-server. I believe beta features, such as website layout changes would sometimes also be rolled out to beta program player first.
Do you have any clues to how theyâd of optimised their game to cater 100 player servers perfectly?
Iâm quite sure that a lot of the work is passed off to the client and the server strain isnât as heavy. A harmony of client and server work, I suppose, where the server only handles important functions rather than things that clients can handle.
It works perfectly for MeepCity because a lot of the game understandably is relative to a client, bar social interactions (which are also well handled). Itâs slightly harder if you have, say, a PVP game. I notice that most games with heavy player-player interaction are less performant than ones where exploits are only really cheating yourself and no one else.
Itâs all speculation though. I havenât a clue what actually goes on or whatâs good practice. I rely on the server a little too much, that much I know for sure.
I remember there was a release note stating that 100 player servers were optimised, I canât remember. Iâm going to assume theyâre pretty optimised though, considering the limit was raised to 200 for beta testers and this feature is finally facing public rollout.
Most optimisations are going to be driven by you, the developer, for your games. The most Roblox can optimise is the engine and backend items, but a lot of optimisations are going to come from your codebases.
This is great!
Because now people can make bigger games.
I am glad they added this update.
Another amazing update from Roblox! One of the best updates of 2019 again!
i remember when there used to be testing for 50 player max count, time goes by quick!
Remembered when this was just coming out as a beta feature, glad to see it finally being implemented.
As someone who utilises even 200 player servers sometimes this is incredibly exciting to see non-beta participants dip their toes into massive player counts.
Good change.
Chunk systems arenât unreasonable. I have a rendering system for a particularly large game I develop for, since StreamingEnabled is essentially unusable in anything past a small-map production game.
Sorry I wasnât clear. I meanât that developers should make their own chunk system.
Agreed. Would be nice if someone could post a nice (and efficient ) one on the DevForums.
Okay cool⌠Now we can make bigger parties!
I just remember tons of humanoids moving around causing a ton of lag. I hope that is/will be fixed.
(Yes, you can create custom characters, but it would be nice to not have too)
On our way to 200!! Is there any soon-to-be performance updates to 200 server size? This is great for all the non-beta members btw.
This is great! Now I can make giant places without players becoming lonely.
Does this mean that when 200 player servers are released to the public, 400 player servers will be in testing?
This reminds me of Mega Place being free. Great idea for that.
Agreed. As long as the server didnât crashed like that.
As always itâs great to see the public getting new features that are useful this will definitely help to bring more developers out of hiding to create more content that is unlike any others. This is quite thrilling but interesting, only time will tell if non beta developers push out new more interesting things with this new feature for the available to the public,I hope they do take advantage of it.
Glad to see this change! tuned up my gameâs maximum player count to 80 from 50, and I donât see any major lag with 70 players!