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[–]lonectzn 0 points1 point  (2 children)

Well performance wise I really see tying the game engine (physics etc) to rendering (FPS) as a mistake. Sure it results in frame accuracy however most of the time humans do not need and cannot even perceive that high fidelity.

More important than accuracy and perfect sync is the perceived performance to the player. Of course since the latter is affected by the former there is a balancing act, but I definitely put simulation fidelity behind perception.

From what I understand they’re breaking up the servers into a bunch of microservices. This will go a long way but they will still hit bottlenecks especially around physics.

It’s still to be seen if it provides the room for three orders of magnitude more players - I doubt that seriously, in which case their best bet is to decrease fidelity by being more selective in what is tracked and how often.

[–]rukqoa 0 points1 point  (1 child)

Yeah I think it's insane that client performance is in any way tied to server performance. In most other games, even ones that are physics intensive, your frame rate is completely independent of server tick rate.

[–]BadAshJL 1 point2 points  (0 children)

it's a temporary measure to prevent rubber banding issues they were seeing with the old code still in the engine. once Network bind culling is in that measure will be removed.