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Why is ZKLobby downloading ZK at 12 kb/second?

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8 years ago
Steam dls at half a meg -> a meg per second.
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when is the last time you washed your internet? make sure you use a non abrasive microfiber cloth. (btw mine downloaded slow too)
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Just because you have a car that can go 120mph doesn't mean you can go 120mph down a road with over a thousand cars that all can go 120mph but are stuck in a traffic jam because there are too many.

Solution: Get a flying car or take another road.

For you metric folks, plug in a value of "very fast" :D
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8 years ago
I'm back, to give even better advice: donate more money!

current server specs:

Intel Xeon E5 3.8Gh, 64GB DDR4 ECC 2133 MHz, 3x300GB SSD disks.
Guaranteed connectivity: 1000Gbps burst, 500Mbps sustained, no limits.

THIS IS NOT ENOUGH!

With a 500mbps, only ~5000 can download game concurrently at 12 kbytes/s... given the success of the game, this is clearly not enough. (please point out flaws in this statement for more lulz)

Can we have a 2016 server upgrade with 2Gb/s car and slightly more RAM, like 256GB?

Year Cost
2009 350€
2010 677€ (after VAT refund)
2011 650€ (after VAT refund)
2012 812€ (incl. win license, after VAT refund)
2013 812€ (incl. win license, after VAT refund)
2014 1148€ (incl. VAT)
2015 1919€ (incl. win license and VAT)
2016 ???
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8 years ago
We're not using a torrent system anymore? It used to be a torrent.
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8 years ago
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8 years ago
it has never been a torrent.

but if your thinking was about whether data is downloaded from this blatantly overspecced server or from somewhere else (that does not benefit from ZK players donation) ... then you may be on to something!

Zero-K is a very misleading name for a project that burn money faster than it can recruit players or fix bugs...
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8 years ago
Duh why we don't use torrents? :o

Make ZKLobby a fixed torrent downloader or stuff. It downloads maps, clients, lobbies etc from all players online (and Springiee aswell). Problem fixed.
Nope I won;'t code it.
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8 years ago
Traditionally Spring infrastructure used torrents to distribute maps and games (particularly before the Rapid system allowed incremental distribution of game content). That was a feature in TASClient and SpringLobby, but it was also a mess to keep working - it was incredibly touchy and prone to failure. I didn't realize that Licho had simply left that feature out when rebuilding the system for ZKL.

The plan going forward is to bundle a large number of maps with the game itself (and distribution will be via Steam), iirc, so that will make the need to download additional content much smaller. I can see why Licho isn't prioritizing fixing this particular issue.
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8 years ago
There was p2p-based download for maps&mods that begun with CA-downloader (CA later to become zeroK) during 2008/9 or so. At least springlobby used it too for while.
It never worked really well, tracker often down, downloads took too long and soon was replaced by the only-download-changed-files-system.
Imo P2P downloads were only a small footnote in spring history.
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