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runner78

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Posts posted by runner78

  1. I quit some time ago, but I'm always open to giving it another chance later.
    My reasons are first and foremost:

    • Performance: even with a mid-range gamer PC, I sometimes only have 20-30 FPS, in the long run it was stressful for the eyes.
    • Destruction: In contrast to a certain other game, a ship can crash and break down in the safe zone at any time, that was also the point where I gave up when my ship, which I had farmed for a week, crashed after a test flight. Bringing the ship back somehow and repairing it took a lot of time, and I lost the fun of the game.
  2. Somewhere additional money has to flow into the economy. In a closed system there was only limited money. with 100 players starting with 100,000, it would be 10,000,000, and would never be more, due to market charges it would even become less over time. Without additional factors, it wouldn't work at all.

  3. 10 minutes ago, Moosegun said:

    So bearing in mind that the scale of the database / server requirements is tied directly to the scale of the player in game, is it not the case that the server architecture (and the requirements needed to support the huge number of players)  DOES then impact the optimisation?

    Less the server architecture, more the client-server communication. The server should only send the client what he really needs, no things that he might need. This puts a strain on the network, but also on server performance. And too much data can also be used for cheating, I once saw a video-talk by an MMO developer who reported how quickly players analyzed the communication even in a beta and were able to pick out enemy positions that were actually not yet visible.

  4. 39 minutes ago, Moosegun said:

    So it is possible for server side changes to effect client side performance? 

    Yes, if some network operations in the client are not frame-independent. Or too much data is sent from the server to the client and the client network thread is busy. But that is only a guess, but these are all problems that have a lot of optimization potential.

  5. 10 hours ago, Moosegun said:

    Cheers, some really interesting stuff i had to go read up on lol.  I do see what you are saying but why is it that when they make server side only updates, such as changes to industry, it made a big difference to my machines performance / fps. Genuinely interested.

    In such a case the problem could be the networking, too many synch points in a frame, where the client is waiting for the answer / download of the data, or poor client code to apply the data.

  6. 10 minutes ago, Moosegun said:

    It isnt the characters that are the issue, it is the unique customer voxel creations that cause the issue. Other games with 100 player in one place have very little difference between each character and those difference are limited to a range of specific options and locally stored assets.  This game is dealing with hundred of unique player created constructions.

    As far as I know, DU using a mesh server and only sent the mesh object, not the voxel data. Except that GPU instancing is not possible here, these objects do not differ from other 3D objects. And even generating the voxel to mesh of a single object only needs to be done once and can be cached, not every frame. 

    Modern graphics cards can handle thousands of draw calls (but also depends on the engine), 100-200 unique meshes should then still be easy to manage if placeable objects are batched and frustum and occlusion culling works properly. The terrain seems to work at least reasonably well as I have 30-40 FPS in my territory (but could be better). The terrain should also have a smaller voxel resolution (I estimate 1 meter)

  7. 3 minutes ago, Moosegun said:

    If you are saying making a game where you want thousands of players in the same space has NO effect on the client side coding........ then sorry, will have to disagree on that one

    The player should only know the players in the immediate vicinity, and every character looks the same here. Other MMOs have no problem displaying 100 players in one place with personalized characters. The client does not care whether there are players 5km away, the server does not send any information to the client and does not exist for him.

     

    I can't quite understand where the bad performance of the markets comes from. Due to the frustum culling, only objects that are visible from the camera should be rendered and with occlusion culling objects that are obscured by others should also be ignored. But with DU the presence of other ships alone affects the performance, without them at all in the field of vision the camera are. And with GPU instancing you can reduce massive drow calls when displaying the same objects (engines, wings, windows, etc.)

     

    One reason could be a netcode that is not suitable for MMOs. e.g. to sync every frame/tick of every player and ship with the server and also to wait until the server has sent everything. With a large number of players / ships, this would always lead to bad frame rates. I also hope that DU don't use rollback or other netcode techniques that have no place in MMOs.

  8. 11 hours ago, Moosegun said:

    DU's main overhead is caused by the sheer scale of the game (single shard)

    This should only apply to the server, not the client.

    • Pure gameworld: KSP is much larger, without loading times. Eeloo, the outermost planet, has an apoapsis of 567,748 SU
    • Voxel planets: Space engineers and similar games also have voxel planets, although they are smaller, but they are multiplayer and can be mined down to the core (Space engineers). And also runs on older hardware. I was still playing space engiers with my old AMD Phenom II and a Readon HD 7850.
  9. Ich weiß nicht ob das zusammen hängt oder nur Zufall war, ich hatted das problem des öfteren noch mit meiner alten Grafikkarte mit schlechter FPS, aber mit der neuen hatte ich solche Probleme kaum mehr. Vielicht hat hier die anti-cheat software eine false-positive geliefert.

    Es kann auch nur sein, dass grad ein DEV am Server was macht, ein Spieler aber etwas blockiert, und der DEV den Spieler einfach rauskickt um arbeiten zu können.

  10. Da fällt mir ja en, dass ja Astroiden mining kommen soll. 

    Ich habe erst gestern mein XL Fließband fertiggestellt und liebäugle mit dem scanner, erst man nur zum testen für mein Gebiet.

    Ich weiß aber nicht ob mein resourcen mangel den ich gestern plötzlich hatte an dem Fließband lag, oder dem Industrybug am Sonntag, als ich nicht online war....

  11. Hatte in meinem Gebiert auf Sanctuary die selbe Erfahrung gemacht, nur bis knapp unter -1000 was gefunden, ich bin bis auf -2400m runter. Aber irgendwo sollte es wohl auch unter -2000m was geben, das es eine Errungenschaft für Erzabbau unter -2000m gibt.

    Das runterbuddeln ist gar nicht mal so langsam, das hoch buddeln braucht aber mehr Zeit. Ich habe einfach nach unten geguckt und auto-graben an :D

  12. Eine kostenloser freier Zugang könnte schnell das Spiel im aktuellem Zustand zum entgültigen Kollaps bringen:

     

     

    Die Spieleranzahl würde erst mal wieder explodieren, das schaffen die Server derzeit nicht, es braucht noch Zeit für die Entwickler das ganze system zu optimieren, die jetzige Beta ist ein erster richtiger Stresstest. Und viele kostenlose Spieler kosten der Firma auch viel Geld, da die zusätzlichen Server ja auch bezahlt werden müsste. Am Ende zahlen sie drauf und DU geht pleite.

    Viele Spieler die nur kurz mal Ausprobieren wollen, blockieren Gebiete auf Sanctuary. Wie funktioniert das aktuell, wenn Spieler das Abo beenden/nicht weiterführen?

  13. Irgendwas müssen sie machen, da es früher oder später bei größerer Spieleranzahl einfach knapp mit den Ressourcen wird, vor allem in den save zones. Außer man findet Ressourcen auch not tausende meter unter der Oberfläche, aber da braucht es auch bessere mining tools. In EVE respawnen die Astroiden täglich nach der täglichen server downtime. Bei den Planeten Ressourcen kann ich mich nicht mehr erinnern.

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