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huginn, do gaming w Tarkov studio claims it actually doesn't have the server capacity for everyone who bought the game for $150 to play its upcoming PvE mode, still wants players to pay extra

You cannot break the speed of light with computational effort.

You’re saying that you want to have a round trip from client to server and back happen in-between frames.

You cannot do that. Period. You will not ever have latencies that low.

Even if you frame lock it at 60fps that means you’re calculating views, sending the data up the tube, checking it on the server, responding back with all the data about the new character that should appear and then rendering the new guy within 17ms.

That is physically impossible.

huginn, do gaming w Tarkov studio claims it actually doesn't have the server capacity for everyone who bought the game for $150 to play its upcoming PvE mode, still wants players to pay extra

There’s no way in hell you’ll ever get a game company to agree to that. You’re talking 100x the expense of running a server at a minimum.

huginn, do gaming w Tarkov studio claims it actually doesn't have the server capacity for everyone who bought the game for $150 to play its upcoming PvE mode, still wants players to pay extra

But then you’re adding extra latency to all visual calculations.

Your client needs to know if something is visible within the framerate of their PC.

You cannot do that fast enough.

huginn, do gaming w Tarkov studio claims it actually doesn't have the server capacity for everyone who bought the game for $150 to play its upcoming PvE mode, still wants players to pay extra

My point was that you’re multiplying server costs several times to do that complex rendering and still not solving the problem.

huginn, do gaming w Tarkov studio claims it actually doesn't have the server capacity for everyone who bought the game for $150 to play its upcoming PvE mode, still wants players to pay extra

You do see why that’s a serious issue right? Before the Server did nothing more than maintain a list of x,y,z coordinates of player positions. Now it’s rendering the entire game space and doing 3d calculations.

That’s several orders of magnitude more complex and costly.

huginn, do gaming w Tarkov studio claims it actually doesn't have the server capacity for everyone who bought the game for $150 to play its upcoming PvE mode, still wants players to pay extra

You want a server to determine if a player should be visible (ie render each player’s perspective) and then get that back to them right before someone walks around the corner? With latency you’d need to render people in at least 200ms before they appear… Which is still plenty of time for a hacker to flick to them and kill them.

huginn, do gaming w Tarkov studio claims it actually doesn't have the server capacity for everyone who bought the game for $150 to play its upcoming PvE mode, still wants players to pay extra

Your suggesting the server maintain a real time render for every single player and somehow manage to get the data back to them in less than 17ms so that they don’t have empty frames that suddenly become people?

Because that’s a ludicrous requirement in terms of latency (ping is totally reasonable at any value under 100ms) and server capacity.

Because your solution sounds like it would cause popping constantly and be a major burden on the server, which is already the largest overhead on a released game.

huginn, do gaming w Tarkov studio claims it actually doesn't have the server capacity for everyone who bought the game for $150 to play its upcoming PvE mode, still wants players to pay extra

You need to account for every gap in the wall, nook and cranny and peephole for these sightlines. You’d have to bake so much detail into every calculation server side that it would effectively be rendering the entire map to host a single game.

huginn, do gaming w Tarkov studio claims it actually doesn't have the server capacity for everyone who bought the game for $150 to play its upcoming PvE mode, still wants players to pay extra

You constantly have to render people in when they can’t be seen but will soon be seen. Which also means instead of keeping track of just locations the server needs to render the scene in sufficient detail as to determine sightlines.

Usually games just do this by sending info to clients of where everyone is and letting the clients render people in when the client determines that the sightline isn’t interrupted.

Some games will just not send the positions until they’re within a certain range of each other, but I’m a realistic game like tark you’d need several kilometers of info in case someone scoped in.

If you don’t do this correctly it leads to characters popping into existence from thin air

huginn, do gaming w Tarkov studio claims it actually doesn't have the server capacity for everyone who bought the game for $150 to play its upcoming PvE mode, still wants players to pay extra

It’s easy to just handwaive and say “Server side will fix it” but here’s a major issue:

You have to render people in before they appear. How do you do that without the client knowing where people are?

huginn, do games w Manor Lords is off to a flying start on Steam, just hours after its early access release

Based on reviews I’ve read there are some issues but it’s a small dev team (1 man shop iirc) and it’s the best medieval city builder since Banished according to reviews.

huginn, do gaming w Nintendo Forcing Garry's Mod To Delete 20 Years' Worth Of Content

The fact that DMCA requests don’t have to be signed with an asymmetric key that lets you validate the company that sent it was actually behind the request is some of the dumbest shit.

We’ve known how to use certs online forever. Certainly well before the DMCA. Why the fuck wasn’t that a provision?

Oh right because our politicians are tech illiterate apes.

huginn, do games w Why there are 861 roguelike deckbuilders on Steam all of a sudden

Sorry I interpreted

I really think it deserves its own genre.

As a statement calling for a genre with it’s own name.

huginn, do games w Why there are 861 roguelike deckbuilders on Steam all of a sudden

Didn’t we start this chain by saying this genre needs it’s own name?

huginn, do games w Why there are 861 roguelike deckbuilders on Steam all of a sudden

Soulslike and Metroidvania spring to mind.

As games become more and more complex these kind of genre defining sets will become more common I think.

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