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The game needs optimization badly.


link12313

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25 minutes ago, runner78 said:

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.

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?

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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.

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