Askadaf
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| Joined: 14 Oct 2016 |
| Total Posts: 39 |
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| 01 Jan 2017 11:28 AM |
| With such a detailed map, how is it not laggy? Would parenting the map to the player's camera reduce lag? |
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| 01 Jan 2017 11:32 AM |
| Do you mean laggy in its true sense, as in high ping, or as in low framerate? |
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Askadaf
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| Joined: 14 Oct 2016 |
| Total Posts: 39 |
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| 01 Jan 2017 11:39 AM |
| You probably just have a good internet connection, and a good computer. |
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OzzyFin
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| Joined: 07 Jun 2011 |
| Total Posts: 3600 |
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| 01 Jan 2017 11:44 AM |
| because it's well optimized?? |
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Askadaf
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| Joined: 14 Oct 2016 |
| Total Posts: 39 |
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| 01 Jan 2017 11:46 AM |
| Well, what I'm really asking is, what's the best way to make a huge map have the least impact on a player's FPS? |
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| 01 Jan 2017 12:02 PM |
| Not too much experience in FPS, and optimizing for that matter, but I'm pretty sure you would simply handle the graphics on the server, aka the map. |
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| 01 Jan 2017 12:04 PM |
| The map generally wouldn't cause too much lag. Its just lots of stationary parts, which to some degree would reduce framerate, but not by much. The game runs smoothly because everything that would normally cause framerate drop, is very efficiently coded and heavily optimized. Things that impact framerate the most would be moving objects, creating/instantiating objects and parts with transparency. |
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| 01 Jan 2017 12:06 PM |
| To reduce the most ping possible, the server itself would not actually have any parts at all. It would simply have arrays which store data which tells the clients how to draw the parts, meaning the server never has to do anything with instances, however this would be very easy to exploit and require more computing power on the client side. |
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