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Buster Friently
Rosen Association
2329
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Posted - 2014.05.12 16:54:00 -
[1] - Quote
jerrmy12 kahoalii wrote:Iron Wolf Saber wrote:or crank up the LOD out there much higher would likely work as well.
However from what I understand they use an occlusion method that doesn't bother drawing things you cant even see so it would only seem to drag down the frame rates if you spin around really fast or had an extended zoom out and behind increasing field of zoom. It would still free up memory. Lod? So really, you're trying to tell CCP how to free up memory, and you have no idea what LOD is?
This is why these forums have always been pretty counterproductive. |
Buster Friently
Rosen Association
2341
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Posted - 2014.05.12 23:00:00 -
[2] - Quote
Lynn Beck wrote:Make audio Trigger from the client, not from the network.
Currently the network tells our client EVERYTHING.
'That guy is shooting. That guy is shooting a lazer rifle. It makes laser rifle sounds.'
'That is a nanohive. It makes sounds. They also make bubbles'
It should be 'there is a K-2 Nanohive.' Client says 'oh. K-2 nano makes this sound. K-2 nano makes this bubble with that sound.'
Likewise with weaponry, 'that guy is shooting X weapon' is all the client should need to know.
'Laser shooting 30m to my left? Alright, i'll pull X sound clip and play it at X balance(L,R) with X intensity, and i'll add a Laz0r beam to that.'
Saves a lot of lag.
Also, when excessive amounts of Nanohives are nearby, make them into 1, deeper sound. Not this clusterfuck of 32 different nanohive sounds we have now.
Yes you will have to open a Audio tool and play 3 nanohive sounds at the same time, and press record. Excuse me if that's too much work for your 'no client updates' policy. The network traffic that you're talking about is called server-side authority. It means that the server doesn't trust the clients, and so, the server duplicates the gameplay on the server (sans graphics and sounds of course). This is an anti-cheat measure, and it needs to stay.
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Buster Friently
Rosen Association
2341
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Posted - 2014.05.12 23:38:00 -
[3] - Quote
Thurak1 wrote:Buster Friently wrote:Lynn Beck wrote:Make audio Trigger from the client, not from the network.
Currently the network tells our client EVERYTHING.
'That guy is shooting. That guy is shooting a lazer rifle. It makes laser rifle sounds.'
'That is a nanohive. It makes sounds. They also make bubbles'
It should be 'there is a K-2 Nanohive.' Client says 'oh. K-2 nano makes this sound. K-2 nano makes this bubble with that sound.'
Likewise with weaponry, 'that guy is shooting X weapon' is all the client should need to know.
'Laser shooting 30m to my left? Alright, i'll pull X sound clip and play it at X balance(L,R) with X intensity, and i'll add a Laz0r beam to that.'
Saves a lot of lag.
Also, when excessive amounts of Nanohives are nearby, make them into 1, deeper sound. Not this clusterfuck of 32 different nanohive sounds we have now.
Yes you will have to open a Audio tool and play 3 nanohive sounds at the same time, and press record. Excuse me if that's too much work for your 'no client updates' policy. The network traffic that you're talking about is called server-side authority. It means that the server doesn't trust the clients, and so, the server duplicates the gameplay on the server (sans graphics and sounds of course). This is an anti-cheat measure, and it needs to stay. Sony already has strong anti cheat technology. They actively seek out consoles running modded operating systems and ban them. They also introduced kerberos authentication after anon hacked the network.
That's not the same thing. That's reactive. Server side authentication is proactive. You need both.
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