Fixing Network Issues

KyuneKyune Join Date: 2002-11-16 Member: 8952Members
<div class="IPBDescription">Reducing Lag</div> What exactly is the process that the game goes through when updating, as far as the network is concerned? As I understand it the server has to track and update a lot of variables.....why not update only the ones that change? For instance, the health of a turret only changes when it is damaged...so why update it with every tick? And the facing of a turret--have clients "rotate" the heading of the turret themselves, when the turret acquires a target. There's no reason to have the server update the exact facing of a turret everytime a packet goes out.

Lastly, I get the feeling that players receive information on all objects on the map, regardless of the fact that the player can't possibly need to know all of it once. Why not only send out information on objects within a certain range of the player?

This would tax NS servers a bit more than they are now, but it would help save bandwidth by sending only the gamedata that needs to be sent out--those not requiring as much information would keep bandwidth open to send information to those who do need it.

Basically, this is an anti-lag thread....ideas away!

Comments

  • FlayraFlayra Game Director, Unknown Worlds Entertainment San Francisco Join Date: 2002-01-22 Member: 3Super Administrators, NS2 Developer, Subnautica Developer
    I appreciate that you're trying to help but, high pings found in NS are from server performance issues. They aren't related to networking in any way. NS generally uses the same or even less network traffic then even CS and TFC.
This discussion has been closed.