<?xml version="1.0" encoding="UTF-8"?><rss xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:content="http://purl.org/rss/1.0/modules/content/" xmlns:atom="http://www.w3.org/2005/Atom" version="2.0"><channel><title><![CDATA[io type game ccu test]]></title><description><![CDATA[<p>Hi,</p>
<p>I am working on <a href="https://play.google.com/store/apps/details?id=com.appnetgames.headhunters" rel="nofollow">headhunters.io</a>  clone with Colyseus and Unity3d (just for mobile devices). My test server is on aws, t2.micro which has 1 vcpu and 1 gb ram. My game is pretty much finished. Today I did a stress test with my test server and other 2xt2.micro servers with colyseus-loadtest tool, I want to share the results to the community.</p>
<p>Server is not move authoritative, doesn't check the player can move, just inform other players. It has collision controller with rbush (thanks to <a href="https://github.com/halftheopposite/tosios" rel="nofollow">halftheopposite</a> for tosios project). Rooms are limited to 16 players. Broadcasts : kills, potion uses, revives, potion fades</p>
<p>Test environment :</p>
<ul>
<li>I have prepared my server's soft, hard limits and also GC clean every 30 secs which Endel mentioned in <a href="https://docs.colyseus.io/faq/" rel="nofollow">FAQ</a>.</li>
<li>2x aws t2.micro servers generating users with colyseus-loadtest tool, both of them configured to generate 200 players.</li>
<li>Each player call api before connect to the game room and then moves and attack every 200ms. (Every player need to make an api call, before join the room)</li>
</ul>
<p>My server can handle 375 players including my real players (to check real lag experience) until it has 100% cpu. It consumes 410- 430 mb ram. I saw from colyseus-monitor (server_ip/colyseus). Every player moves and attacks. I thought it is nearly similar to the real player behavior. It is playable after CPU reaches 100%, I got 450ms latency in my Unity editor. Real device latency should be more because of mobile networks.</p>
<p>(<img src="/assets/uploads/files/1590590764017-stresstest-resized.png" alt="0_1590590762605_stresstest.png" class="img-responsive img-markdown" /></p>
<p>Thanks to Endel and all community of Colyseus.</p>
<p>If you have advice or comment I will happy to hear.</p>
]]></description><link>http://discuss.colyseus.io/topic/374/io-type-game-ccu-test</link><generator>RSS for Node</generator><lastBuildDate>Tue, 14 Apr 2026 16:08:46 GMT</lastBuildDate><atom:link href="http://discuss.colyseus.io/topic/374.rss" rel="self" type="application/rss+xml"/><pubDate>Wed, 27 May 2020 15:04:03 GMT</pubDate><ttl>60</ttl><item><title><![CDATA[Reply to io type game ccu test on Invalid Date]]></title><description><![CDATA[<p>Hi,</p>
<p>I am working on <a href="https://play.google.com/store/apps/details?id=com.appnetgames.headhunters" rel="nofollow">headhunters.io</a>  clone with Colyseus and Unity3d (just for mobile devices). My test server is on aws, t2.micro which has 1 vcpu and 1 gb ram. My game is pretty much finished. Today I did a stress test with my test server and other 2xt2.micro servers with colyseus-loadtest tool, I want to share the results to the community.</p>
<p>Server is not move authoritative, doesn't check the player can move, just inform other players. It has collision controller with rbush (thanks to <a href="https://github.com/halftheopposite/tosios" rel="nofollow">halftheopposite</a> for tosios project). Rooms are limited to 16 players. Broadcasts : kills, potion uses, revives, potion fades</p>
<p>Test environment :</p>
<ul>
<li>I have prepared my server's soft, hard limits and also GC clean every 30 secs which Endel mentioned in <a href="https://docs.colyseus.io/faq/" rel="nofollow">FAQ</a>.</li>
<li>2x aws t2.micro servers generating users with colyseus-loadtest tool, both of them configured to generate 200 players.</li>
<li>Each player call api before connect to the game room and then moves and attack every 200ms. (Every player need to make an api call, before join the room)</li>
</ul>
<p>My server can handle 375 players including my real players (to check real lag experience) until it has 100% cpu. It consumes 410- 430 mb ram. I saw from colyseus-monitor (server_ip/colyseus). Every player moves and attacks. I thought it is nearly similar to the real player behavior. It is playable after CPU reaches 100%, I got 450ms latency in my Unity editor. Real device latency should be more because of mobile networks.</p>
<p>(<img src="/assets/uploads/files/1590590764017-stresstest-resized.png" alt="0_1590590762605_stresstest.png" class="img-responsive img-markdown" /></p>
<p>Thanks to Endel and all community of Colyseus.</p>
<p>If you have advice or comment I will happy to hear.</p>
]]></description><link>http://discuss.colyseus.io/post/1237</link><guid isPermaLink="true">http://discuss.colyseus.io/post/1237</guid><dc:creator><![CDATA[SehaErkut]]></dc:creator><pubDate>Invalid Date</pubDate></item></channel></rss>