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Aq'sa
L.O.T.I.S. Legacy Rising
44
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Posted - 2012.10.02 19:31:00 -
[1] - Quote
Want to see if there is support here, and intentions at CCP, to implement the innovative, and massively cool, Eve time dilation technology to Dust.
For those who don't know: In Eve, to battle massive system wide lag, CCP implemented a system which slows down game time in a particular star system based on lag load, effectively eliminating lag spikes during large fleet engagements. This also eliminates the periods with complete loss of control or visual changes due to said lag.
In dust, this time dilation ('SloMo' or 'bullet time' for FPS/action game fans) would be substantially more playable than a laggy match is. It would allow players to play continuously, despite lag woes. It would be an innovative solution here, just as with Eve, to effectively eliminate spikes and smooth time to compensate. |
Avenger 245
Crux Special Tasks Group Gallente Federation
477
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Posted - 2012.10.02 19:56:00 -
[2] - Quote
In a spaceship game time is secondary all your actions are laid out and position doesn't matter(speed and distance does) so eve is a stat and numbers game with visual spaceships. Dust is a fps with an eveish design position time and speed are important a time dialation would be noticable and problematic |
Aq'sa
L.O.T.I.S. Legacy Rising
44
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Posted - 2012.10.02 20:07:00 -
[3] - Quote
I can see your implication, that in a FPS a visceral slow down for one party could be just as much an issue as lag. In Eve, momentary real time actions, such as triggering modules for capturing enemies, escape, survival or to fire upon a target can be very important. As opposed to many clients lagging and only a few client 'actions' (pulling your trigger to fire in example) getting through randomly- meaning maybe I fire, you don't - or I don't web (slow down) you and you can escape- Eve slows everyone equally so we all have the ability to perform actions even if universal time has slowed.
There may be some confusion in my suggestion. Time dilation in Eve is equal for all parties in system- so If I am running at half time, so are you. There would be no advantage gained for one player over another. What would be eliminated is client spikes where I'm lagged and you're not, then you're lagged and I'm not, as the priority of requests gets botched and is sorted out server side- resulting in lag. By slowing time, all requests can be handled instead of the jumble of requests resulting in lag. |
Aq'sa
L.O.T.I.S. Legacy Rising
44
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Posted - 2012.10.03 14:57:00 -
[4] - Quote
Any word from Devs/GMs about work towards lag reduction using Eve experiences as learning tools? I know you have vast experience in the 'Lag War' fought in Eve- which is still ongoing I'm sure to some extent. |
Tony Calif
Seraphim Initiative. CRONOS.
2002
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Posted - 2012.10.03 18:47:00 -
[5] - Quote
No-omg-no-I-can't-say-no-enough-no |
Titus Stryker
Internal Error. Negative-Feedback
35
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Posted - 2012.10.03 18:51:00 -
[6] - Quote
is this like the slow motion pill in Max Paine? |
KEROSIINI-TERO
Seraphim Initiative. CRONOS.
248
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Posted - 2012.10.03 21:03:00 -
[7] - Quote
OP'er confused two things:
Server lag and Client Lag.
I assume he talks about current client lag for what Time Dilation wouldn't help at all or very little - too much stuff on screen is too much and screen updates are not created any faster no matter how peacefully action updates are going to/from server. |
Aq'sa
L.O.T.I.S. Legacy Rising
44
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Posted - 2012.10.04 15:16:00 -
[8] - Quote
Server lag is handled in Eve like the Max Paine Pill- yes- I was assuming what we were experiencing was Server side. Is it client side 'too much stuff on screen' lag? I am not under the impression this has been sorted to where lag is originating- if server side, the dilation seems to be a good solution. |
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