It is currently Thu May 01, 2025 12:08 pm

RUNNING WITH RIFLES Multiplayer

test

Game servers 49 List provided by EpocDotFr | Players online 162


All times are UTC




Post new topic Reply to topic  [ 4 posts ] 
Author Message
 Post subject: Render distance
PostPosted: Wed Jun 19, 2013 3:00 am 
Offline
User avatar

Joined: Wed Jun 12, 2013 4:39 pm
Posts: 59
Location: Canada
I was playing around with snipers and was particularly interested in "sight_range_modifier". I was super excited to try out a ridiculously high amount, only to notice that enemies stop rendering shortly after the m24_a2's 1.6 mark. Vehicles do render, but their movement is choppy, similar to how they look if they are seen on the map.

If the distance of this render could be changeable, snipers would be able to pull off ridiculous kills which would make everyone happy :). Of course, players would need to take into account their computer's capabilities, as I am assuming this filter was put in place in order to improve the game's overall performance.

So, yeah. LemmeSnipePlz :)


Top
 Profile  
 
 Post subject: Re: Render distance
PostPosted: Wed Jun 19, 2013 5:38 am 
Offline
User avatar

Joined: Tue Jan 03, 2012 9:58 am
Posts: 1662
Location: Western Europe
you are right, it would affect the performance if we'd increase the active block size. Players with old hardware wouldn't be so pleased about your idea ;)


Top
 Profile  
 
 Post subject: Re: Render distance
PostPosted: Wed Jun 19, 2013 12:00 pm 
Offline
User avatar

Joined: Wed Jun 12, 2013 4:39 pm
Posts: 59
Location: Canada
Hey, I'm willing to drop down to 10 fps if it means I can snipe across the map :D


Top
 Profile  
 
 Post subject: Re: Render distance
PostPosted: Wed Jun 19, 2013 2:49 pm 
Offline
Site Admin

Joined: Mon Jun 27, 2011 11:59 am
Posts: 2856
Online is what makes it particularly problematic. You can't expect to sync areas that go much over 100m in range as you'll have way too many soldiers to sync which will generate too much net traffic to handle, particularly when player count goes up.

The second problem comes from having to accurately calculate physics stuff happening with soldiers that are several hundred meters away from you, in most cases having no real outcome in the field you actually see and experience, which can lead to CPU being overly used for no apparent benefit. There would be ways to optimize this and make it better (which would be too much work for 1.0), but online would nonetheless be huge challenge.

On the good side, the parameters that define how many world blocks are active and what is the block size will be available for modding later, this should allow long range snipes or the whole area properly active and no regions simulated if one wishes to set it up like that. I'm sure it'll work in single player mods with good PCs, to some extent even multiplayer, but we can't design the vanilla game on those terms.


Top
 Profile  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 4 posts ] 

All times are UTC


Who is online

Users browsing this forum: No registered users and 5 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
Powered by phpBB® Forum Software © phpBB Group