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Phase I of Alpha Two testing will occur on weekends. Each weekend is scheduled to start on Fridays at 10 AM PT and end on Sundays at 10 PM PT. Find out more here.
Check out Alpha Two Announcements here to see the latest Alpha Two news and update notes.
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Phase I of Alpha Two testing will occur on weekends. Each weekend is scheduled to start on Fridays at 10 AM PT and end on Sundays at 10 PM PT. Find out more here.
Check out Alpha Two Announcements here to see the latest Alpha Two news and update notes.
Our quickest Alpha Two updates are in Discord. Testers with Alpha Two access can chat in Alpha Two channels by connecting your Discord and Intrepid accounts here.
Client/Server performance and Netcode concerns
ArchivedUser
Guest
2 of the persisting pervasive problems in every MMO I try are still fundamental technical issues with the game client and the servers. If possible I'd like to have some light shed into these issues.
1- How well optimized is the game client?
Basically, can it multithread well? Which graphics API is it using? How much FPS can you typically get in empty vs cluster situations? Does it have serious stuttering issues?
We all know MMOs are particularly demanding on CPUs, and when talking about a game that will fully feature large scale battles, a proper multithreading implementation is essential, and it's particularly essential in this game as it contains lots of FPS gameplay elements and therefore much more sensitive to poor client performance.
Also, I fully understand the game is not released yet, but I also understand that massive performance boosts don't happen just because the game is near release. If the game is running at 30 FPS on large scale battles then I have little hope for it to get much better in the future as that is almost always an issue with parallelization of work on CPU threads.
2- How well optimized is the netcode?
This factor is unfortunately always overlooked by devs, maybe because of how elusive it can be since in internal testings you will typically get <5ms latencies which do not even closely reflect real-world conditions. The game should be perfectly playable with <75ms and at least not frustrating at <200ms and only actually start to become unplayable at >250ms. You'll almost certainly get players from all around the world and 100-200ms latency isn't all that uncommon, so I'd like to get some insight on what kind of efforts are being made to minimize network input lag.
Things like server tick rate, client/server update rate, interpolation, extrapolation, "favor the shooter" thresholds.
These issues are, again, much more sensitive in this particular MMO due to the overarching FPS mechanics and gameplay.
If the game feels absolute dogshit to play at 200ms then there's probably something very wrong with the netcode implementation.
1- How well optimized is the game client?
Basically, can it multithread well? Which graphics API is it using? How much FPS can you typically get in empty vs cluster situations? Does it have serious stuttering issues?
We all know MMOs are particularly demanding on CPUs, and when talking about a game that will fully feature large scale battles, a proper multithreading implementation is essential, and it's particularly essential in this game as it contains lots of FPS gameplay elements and therefore much more sensitive to poor client performance.
Also, I fully understand the game is not released yet, but I also understand that massive performance boosts don't happen just because the game is near release. If the game is running at 30 FPS on large scale battles then I have little hope for it to get much better in the future as that is almost always an issue with parallelization of work on CPU threads.
2- How well optimized is the netcode?
This factor is unfortunately always overlooked by devs, maybe because of how elusive it can be since in internal testings you will typically get <5ms latencies which do not even closely reflect real-world conditions. The game should be perfectly playable with <75ms and at least not frustrating at <200ms and only actually start to become unplayable at >250ms. You'll almost certainly get players from all around the world and 100-200ms latency isn't all that uncommon, so I'd like to get some insight on what kind of efforts are being made to minimize network input lag.
Things like server tick rate, client/server update rate, interpolation, extrapolation, "favor the shooter" thresholds.
These issues are, again, much more sensitive in this particular MMO due to the overarching FPS mechanics and gameplay.
If the game feels absolute dogshit to play at 200ms then there's probably something very wrong with the netcode implementation.
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