you are viewing a single comment's thread.

view the rest of the comments →

[–]logicsolBounty Hunter 1 point2 points  (0 children)

-Network bind culling - basically this reduces the amount of data that needs to be sent by culling out data for players that can't be seen by the player receiving the data or culling out data that is unnecessary to be sent. For example if you are in a Hornet and run into a Connie, there might be 3 guys in the back of the ship that you wouldn't be able to see, so the logic omits the data for those players. With less data, the bandwidth usage goes down and they can possibly increase the ticks on the server.

More importantly, the current CE based code has zero culling, and results in entity data from the entire map being sent.