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crazyman130

Alpha Tester
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  1. Like
    crazyman130 reacted to Dhara in No Construct vs. Construct at Launch a Good Thing   
    Yes, it is very exciting, isn't it? That's why I supported this game.  If they try and fail, so be it.  But I'd rather support the people who are trying to push the boundaries of what can be done instead of the guys who are doing the same-ole, same-ole.  This game fits that bill and I am very excited about what I have learned so far.   Is it a risk?  Sure.  But this team just might be the one that pulls of something new after so many years of the mundane.  I'm keeping my fingers crossed until release  
  2. Like
    crazyman130 reacted to Ripper in No Construct vs. Construct at Launch a Good Thing   
    Consider the w,x,y,z coordinate of each person (w being the quaternion variable for rotation), you would only be able to provide the location of something like 15 clients PER TICK when using a 508 byte packet (the largest IPv4 packet that is guaranteed not to be fragmented).
     
    Accounting for 1000 players would require 66 ticks to successfully be transmitted.  And this wouldn't account for dropped packets.  That means that each player position would be updated ONCE a second at 60 ticks/sec.
     
    This doesn't account for anything other than positioning packets.  Any other type of packet will add to overhead.
     
    To optimize this, JC has already indicated that players closer to you will be tranmitted more frequently, while those far away could update more slowely.  Possibly once every 2-3 seconds.
     
    So, what needs to be done is to create a stream of packets.  This stream would look at queues of information and transmit that information according to priority, by filling that 508byte packet with as much information as possible. 
     
    So you would have queues setup something like this:
     
    Critical -> Transmitted immediately
    HighPriority -> After Critical
    PositioningClose -> Filling in the remainder of the 508 bytes after HighPriority
    PositioningMedium -> Every 5 ticks or some other algorithm
    PositioningFar -> every 10 ticks or some other algorithm
    LowPriority -> every 60 ticks or some other algorithm
     
    Say there are 60 players in PositioningClose, and no Critical or HighPriority "chunks of information". Packets 1, 2, 3, & 4 would be required for all positions to be updated.  If there were no other players, everyone would update approximately 15 times a second.
     
    But once you add more players and start adding critical events, that positioning would be updated much less frequently.  That's where "Client Side Prediction" comes in.
     
    If this were a shooter, there's no way, that many positions could be updated quick enough to provide a smooth an acurate transition.  But since this is tabbed targeting, it's not a problem.
     
    Remember,  the bottleneck is not usually the server side.  It's the clients bandwidth.  Does the client have to acknowledge each packet?  Probably not.  If positioning data is incorrect, or not received it will receive a newly updated packet shortly.  The client just continues to use "client side prediction" to account for the lost packet.  And the server infrastucture "shouldn't" be the problem if it's designed properly.
     
    As you can see... The server guy has his work cut out for him.  He could risk larger packets, at the risk of fragmentation.  Or he could use some other solution.  But at the moment, even the high end FPS shooters are only transmitting at 60 ticks/sec.
     
    (btw.  This analysis is based off of gafferongames.com)
  3. Like
    crazyman130 got a reaction from Dhara in No Construct vs. Construct at Launch a Good Thing   
    Man now I wish I had the 10,000 dollars so I could meet him and have the 1 hr call and stuff with him.  I wanna pick his brain on this.  Has anyone seen any industry papers on this Dynamic Area splitting?  I tried searching and couldn't find anything...but I only searched for a few mins too.  
  4. Like
    crazyman130 reacted to Hotwingz in No Construct vs. Construct at Launch a Good Thing   
    Exactly the technology they developed they call "dynamic area splitting". There is a video showcasing the tech. 
    And once more I'm going to link the wikipedia entry for JC the creative developer for people who are unfamiliar with him. https://en.m.wikipedia.org/wiki/Jean-Christophe_Baillie
    As you can see he is a well known scientist. With quite a few accomplishments to his name.
     
    JC said that the mmo genre needs to be disrupted. And he developed the tech to do just that. I'm very confident that his claims will work out. At least on the tech side.
     
    As for CvC not being in at launch, if NQ is able to deliver on the free expansions as they envision, I'm sure DU will grow over time. Like it should be. Like it used to be and that is a good thing.
  5. Like
    crazyman130 reacted to kulkija in No Construct vs. Construct at Launch a Good Thing   
    It wont be any instances or multiple servers.
    https://devblog.dualthegame.com/2014/09/26/a-single-shard-continuous-universe-one-world-no-boundaries/
    https://m.youtube.com/watch?v=QeZtqoydXpc
  6. Like
    crazyman130 got a reaction from Xplosiv in Where you are from poll.   
    Indiana here!
  7. Like
    crazyman130 reacted to Villspor in Where you are from poll.   
    Great idea!
    I am from Germany
  8. Like
    crazyman130 reacted to Xplosiv in Where you are from poll.   
    I'm from Minnesota
  9. Like
    crazyman130 reacted to Mr_Kamikaze in Where you are from poll.   
    You missed Sweden,  so yeah, i'm from Sweden. I hope we have more Swe here.
  10. Like
    crazyman130 got a reaction from Villspor in Where you are from poll.   
    I will start obviously.  I am from the US but I have lived in Germany as well.  Excited to meet you guys!

    Devs, I hope I haven't broken any rules...I think this poll might help you guys though especially server side.  As a side note, can we get this stickied?  
  11. Like
    crazyman130 reacted to Hotwingz in Where you are from poll.   
    Ah you see I did say EU but I mean Europe.
    Despite all the brexit stuff I still see my friends from the UK as europeans. Politics just doing what it likes to do, dividing people.
  12. Like
    crazyman130 reacted to Hotwingz in Where you are from poll.   
    Oh no dont delete anything, thats not my intention at all.
     
    I was only answering related to the topic, explaining that the devs have those stats.
    I see no harm in your poll, people like to vote and its fun for us to see where everybody is from.
     
    Edit: if you count the whole of the EU users we will be more then the US users I think.
  13. Like
    crazyman130 reacted to Hotwingz in Where you are from poll.   
    Something else I just remembered, on the kickstarter page there is a tab called community. It breaks down where everybody is from. By country and city.
     
    So I'm sure they have those stats.
  14. Like
    crazyman130 got a reaction from Anaximander in Where you are from poll.   
    Thanks for teaching me a lesson...I removed multiple selections Mr. I-am-from-every-selection . 
  15. Like
    crazyman130 reacted to Hotwingz in Where you are from poll.   
    Because I'm not knowledgeable about those things I didnt bring it up.
     
    But you can still use a proxy or something doesnt that mask where you are from?
  16. Like
    crazyman130 reacted to Dinkledash in Where you are from poll.   
    What, you don't hide behind 7 proxies?
  17. Like
    crazyman130 reacted to Hotwingz in Where you are from poll.   
    I think the devs know where most people are from. I think its in the statistics behind kickstarter. Like the CreditCard adress and such.
  18. Like
    crazyman130 reacted to Schoff in No Construct vs. Construct at Launch a Good Thing   
    I get what you're saying, but I think you aren't taking into consideration the size of the planet and how that will provide many different areas for essential (valuable) resources. Organization are going to distance themselves and get their bases set up, and no one really knows the complexities of the territory system when it comes to capturing, securing, and attacking/defending. We do know that it's not going to be something that you can pull off in a few hours, so it will take significant planning for an organization to completely take control of another's territory.
     
    For me, it's about the game being established under the premise/gameplay style that results from having CvC combat. This means lots more coordination among friends to secure important areas, whereas without CvC, and player can come waltzing in without a care to what's around them. Simply put--there's a lot less to worry about. Some would argue that's a good thing, but I like challenges and creating opportunities for coordinated organizations to begin taking control of certain areas/aspects of the game.  
     
    It's important to note that there are a lot of great organizations out there. Not every organization is out to reign with an iron fist.
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