For my client-server lockstep 16-player RTS game, I've calculated the maximum bandwidth usage per second to be 50KBs for hosting a game (though this value is closer to 20KBs practically). ~90% of this bandwidth usage is due to sending out packets and the rest, incoming packets.
To cut down on costs, I'd like to have players host games and official servers function in the background as backups (in case the player host drops). Is it reasonable to expect 1 in every 16 players is able to handle this bandwidth demand?
Note: The game will be on PC.
KB
, I assume you mean KiloBytes (1024 bytes)? As opposed to KiloBits, typically abbreviated asKb
(1024 bits, or 128 bytes). Just wanted to make sure, since it's easy to confuse those two units in this sort of conversation. \$\endgroup\$KiB
andKib
, respectively. I am not one of those people, but it's worth mentioning.) \$\endgroup\$