LAN party capacity

Whether the uplink, the switch ports and the power circuits hold the number of people you are about to invite.

Megabits per second, download.

Game traffic is small; the spike is patch day. 8 is a working average.

Count the ports you can actually reach with cable.

Tower plus monitor, drawing at load rather than at spec.

Reset
192 Internet the room wants Megabits per second.
308 Uplink spare Negative means the uplink is the bottleneck.
22 Seats the ports allow One port to the uplink, one held for a second switch.
Power
Safe continuous load per circuit 80% of the rating, which is the continuous-load rule. 1,440
Setups per circuit 4
Circuits needed 6
Total draw at load Watts, before lighting, routers and the drinks fridge. 8,400
Verdict
People the room actually holds The lower of ports and uplink. Power is a separate question. 22
Over capacity by 2

Capacity is the lower of switch ports and uplink, and power is reported separately on purpose — running out of ports is an inconvenience and overloading a circuit is a breaker trip four hours in, with everybody's game open. They are not the same kind of limit and averaging them hides the one that matters.

The 80% figure on circuits is the continuous-load rule: a 15 A breaker is rated 15 A in bursts and about 12 A for hours at a time, which is exactly what an event is. Sizing to the number printed on the breaker is how it trips.

Per-person bandwidth is a working average, not a peak. Game traffic is small and a patch dropping mid-event is not — if that is a risk, size the uplink on a download, not on the average.

Nothing here is sent anywhere; the numbers live in the page address.