2,000 Players on 56k
Jagex achieved this feat with RuneScape, a multiplayer RPG that defied 5 KB/s bandwidth limits

In 2004, the multiplayer RPG RuneScape was able to support up to a couple of thousand players on a server, despite being played on 56k dial-up internet connections. This was achieved through a sustained effort to minimize byte usage, with the game's developers, Jagex, working within several constraints.
One of the key constraints was limited bandwidth, with a 56k modem syncing at 56 kilobits per second downstream and less upstream, minus any protocol overheads and line noise. This resulted in an effective bandwidth of around 5 KB/s downstream and less upstream.
The game also used a Java applet in a browser, which ran in a security sandbox, meaning no raw native sockets and no UDP. Every byte of data in RuneScape traveled over a single TCP connection, in-order and with per-segment overhead.
The RuneScape game server advanced in discrete cycles of roughly 600 milliseconds, allowing for a relatively smooth gaming experience despite the limited bandwidth.
## Why it matters The fact that RuneScape was able to fit a multiplayer RPG into 56k dial-up is significant, given the limited technology available at the time. By the late 2000s, the majority of UK households had a broadband connection, but in 2004, many players were still using dial-up. The game's ability to function on such limited bandwidth is a testament to the developers' ability to work within constraints and optimize their game for low-bandwidth connections.
The achievement of Jagex in creating a multiplayer RPG that could run on 56k dial-up has had a lasting impact on the gaming industry, demonstrating the potential for online gaming on low-bandwidth connections.
## What happens next As technology continues to evolve, it will be interesting to see how game developers continue to push the boundaries of what is possible on limited bandwidth connections. With the rise of cloud gaming and game streaming, the need for low-bandwidth gaming solutions is becoming increasingly important, and the lessons learned from RuneScape's achievement in 2004 will likely play a significant role in shaping the future of online gaming.





