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Author Topic: Large multiplayer coop missions - lag  (Read 1589 times)

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Offline Mr.Peanut

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Large multiplayer coop missions - lag
« on: 11 Aug 2005, 16:38:17 »
I am in the planning stages of a large (30-40 players) coop mission.  Is there less server lag when each player group and their enemies are at completely different map locations?  That is, does OpFl have the modern equivalent of a reject map?    
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Offline nominesine

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Re:Large multiplayer coop missions - lag
« Reply #1 on: 11 Aug 2005, 16:52:24 »
Without any technical knowledge, I would say yes.

To my experience, the amount of lag on each computer is somewhat dependent on what objects are within the viewdistance of each player. ThatÂ's why there can be lotÂ's of lag with 4-5 groups in a city flag and only two players; but when the same two players (on the same computers) fight aginst each other on a desert area on the same map, there can be 10-15 large groups and no lag.

Other factors that increase lag is of course the number of human players, since every extra client slows down the server. I think Macguba did some lag reserach a couple of years ago, he will no doubt be along soon and straighten things out.
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Offline xylaz

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Re:Large multiplayer coop missions - lag
« Reply #2 on: 11 Aug 2005, 18:52:42 »
Im not really sure if there is less server lag when groups are at different locations. Sure there is less of loosing frames per second, because when units are in more distance to player then they are less detailed.

But lag or desync depends more from whats going on in game, ai and players actions, local to server or public scripts etc.

When i create and test big missions, then lag appears even if there is nothing at the screen, nothing in visible distance of player (example- mfctii).

Offline Mr.Peanut

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Re:Large multiplayer coop missions - lag
« Reply #3 on: 11 Aug 2005, 20:51:35 »
In an ideal world, a player's computer would sync with the server more often for objects that are close to the player than for objects that are further away.  This would reduce network traffic i.e. server lag.
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