fix and optimization of hit-reg
yimmasabi
Join Date: 2006-11-03 Member: 58318Members
Please more focus on this hit-reg , that is really important thing imao.
"fix & optimize, develop some, fix & optimize again, develop and fix & optimize again and again"
May be you should test with 2 different computers far away, one of them is high end tech and the other one is the min required pc. One of them may be in Asia somewhere and may be with low internet connection.
and engine is also same fix & optimize loop. Editor etc.
you know what is the meaning of one char gain, in both memory and calculations.
We can wait more for better results.
Regards
"fix & optimize, develop some, fix & optimize again, develop and fix & optimize again and again"
May be you should test with 2 different computers far away, one of them is high end tech and the other one is the min required pc. One of them may be in Asia somewhere and may be with low internet connection.
and engine is also same fix & optimize loop. Editor etc.
you know what is the meaning of one char gain, in both memory and calculations.
We can wait more for better results.
Regards
Comments
We can assure you UWE is putting plenty of focus on these issues. Just take a look at the Progress page or the Twitter feed, it's all their talking about.
Also, all the optimization in the world wont reduce lag on the other side of the planet (USA to Asia). Electricity can only travel so fast.
If you want us to <b>help</b> you, you can send us some details on your network technology so we can try to help you design it.
If you want us to <b>help</b> you, you can send us some details on your network technology so we can try to help you design it.<!--QuoteEnd--></div><!--QuoteEEnd-->
I don't think Max and the UWE coders in general want/need the community assisting with the back-end technology of NS2's netcode. We just need to worry about putting stress on it by playing and let them take care of the coding part.
The amount of inexperienced input from the community would be atrocious if they got too deep into the tech.
I hope UWE take their time with the netcode. I don't mind waiting for this if it turns out to be great in terms of hit registration/consistency/etc. Last thing we need is for Max/UWE to feel pressured into releasing a sub-standard netcode because a couple of pre-order customers want to be able to play online in some fashion immediately.
Intercontinental intertubes are light. Fibre optic.
True, but when it comes down ur phone line or cable line, its just elec.
Time for Fios ;)
Even then, the routers, switches, and hubs that manage all that traffic are limited to the speed of electricity. ;)
<a href="http://en.wikipedia.org/wiki/Speed_of_electricity" target="_blank">Speed of Electricity</a>
Depending on the insulator, they are pretty similar.
It is completley about total internet traffic of nations or lands, then wire technology. Which means exceeding capacities, lags, spikes, hit-reg compostions etc.
There are some guys hits me with 3-5 bullets of lmg but I cant kill them while I ate them more than 6 or more times as a skulk in the begining of the game. I can see that I'm eating him but not effects on his HP+armor.
Testing it in a LAN, city or in the same country is obviously wrong. I just want to point they should test with more countries especially in crowded bandwith time.
That is why I like being gorge, cuz you dont need aim skill. reg is not problem when you are building.
This is the future. We have nanite fiber optic routers :P
a ping for me to the east coast of aus (and back) takes abuot a half second.
Of course, there are no straight cables, and other people are using the service as well. So, additional delays are inevitable.
The speed of light is 299 792 458 m / s
The diameter of earth is 12 756.2KM or 12 756 000 metres.
Mathematically I believe that works out that light takes 0.0425 seconds to travel through/round/cover the distance of the Earth in a vacuum. Give it a bit of air, a lot of material mediums and then computer software is where you get your so called lag from.