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So as I said in title I was wondering how powerful server do you need to host for example Metin2 Private Sever for maximum of 10 000 active player at the same time ?

Hardware and money wise, also how much bandwidth does it needs to operate normally? I head that minecraft depending on mods installed can chew up to 1.5mbit upload per player without breaking a sweat.. is that true ?

Or is it cheaper to rent some host for your server ?

Also I was wondering how much money does it take to make an average OldSchool private server ? (~30 maps) (4-6 channels)(multilanguage,switchbot, etc..)

Edited by Japadnik
  • 1 month later...
11 hours ago, SinusAlpha said:

Even if you have a 64bit machine. The server files are compiled on and for 32bit.

So means:
Theoretically max 4GB RAM for channel

I can't specify any other parameters.

Why would you compile the server files on 32bit? There is literally no gain from that.

1 hour ago, GenraliDev said:

Why would you compile the server files on 32bit? There is literally no gain from that.

Have you ever tried to compile server files on a 64bit machine? You can do that, but you need a 32bit jail.
The server files cannot be compiled on a 64bit machine, so the maximum is 4GB per channel.

The problem exists because 32-bit libraries are used that are not compatible with 64-bit.

6 hours ago, SinusAlpha said:

Have you ever tried to compile server files on a 64bit machine? You can do that, but you need a 32bit jail.
The server files cannot be compiled on a 64bit machine, so the maximum is 4GB per channel.

The problem exists because 32-bit libraries are used that are not compatible with 64-bit.

You are wrong.

Just compile the libraries also with -march=x86-64.

  • Good 1
  • Active+ Member
On 1/25/2023 at 12:40 AM, Japadnik said:

So as I said in title I was wondering how powerful server do you need to host for example Metin2 Private Sever for maximum of 10 000 active player at the same time ?

Hardware and money wise, also how much bandwidth does it needs to operate normally? I head that minecraft depending on mods installed can chew up to 1.5mbit upload per player without breaking a sweat.. is that true ?

Or is it cheaper to rent some host for your server ?

Also I was wondering how much money does it take to make an average OldSchool private server ? (~30 maps) (4-6 channels)(multilanguage,switchbot, etc..)

Hi,

 

If you want to maximize your capacity, best way the do that; give 4GB Ram to each core. ( Ex; 3 Core to 1 Channel 4 * 3 = 12 GB, suppose there are 4 channels 12 * 4 = 48 GB ) So you need minimum 48 GB Ram, also you need new generation SSD and kind a new processor and lastly, good internet speed.

 

Best Regards, MT2Dev.

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  • 3 years later...
  • Active Member
On 3/12/2023 at 3:33 PM, MT2Dev said:

Hi,

 

If you want to maximize your capacity, best way the do that; give 4GB Ram to each core. ( Ex; 3 Core to 1 Channel 4 * 3 = 12 GB, suppose there are 4 channels 12 * 4 = 48 GB ) So you need minimum 48 GB Ram, also you need new generation SSD and kind a new processor and lastly, good internet speed.

 

Best Regards, MT2Dev.

idk what kind of source files you have...
with 3 servers online x 4 channels each (3 cores per channel), i have around 9gb ram used which means around 2.8gb per server, and the rest to the linux and free ram. so with 6 core vps and 12gb ram (5euro at contabo.com per month) i have 3 servers with 4channels per server, online, on the same vps.  

  • 1 month later...

The server never requires more than 4 GB of RAM and the source code was originally written for an i386 machine, and the old makefiles do contain -m32 flags for a reason. For example, long variables are assumed to be 4 bytes on an i386/i686 machine, but when compiled on a 64 bit machine, a long variable has 8 bytes. If you leave the code unchanged and have a bit of common sense, then you should definitely compile it with 32-bit flags. If you want to compile it to 64-bit, then you should definitely adjust the source code. For example im porting the source files to arm64, more precisely to a RockPro64. The original source code isn't intended for this, so it needs to be adapted and thats why i think that simply doing something without understanding the computer architecture doesn't seem sensible to me.

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