Glorious Alpha Two Testers!
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.
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.
5000 Players Over 4 SQM Demonstration
Potato Basket
Member, Braver of Worlds, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
Here's the live stream from 17 Dec, 2019 for those who asked for it on Discord
I wonder if it's actually a good indication on their confidence for 250 vs 250 battles?
Is it more than only a technical demo of UE4?
It's interesting to see how far they've come since then, maybe PI testers can share anything?
I wonder if it's actually a good indication on their confidence for 250 vs 250 battles?
Is it more than only a technical demo of UE4?
It's interesting to see how far they've come since then, maybe PI testers can share anything?
0
Comments
Thanks, for some reason the embedded players ignores the timestamp
Should be fixed now
Theory? I wouldn't reduce to that extent, it does demonstrate at least some capabilities of the engine and it's porential
But yeah, it's not indicative of real world scenario with the netcode in play
We randomize latency by hosting batches of 200 of these simulated players on separate servers from different aws hubs that then connect into the game server.
Movement updates are the most intensive aspect of network traffic for most multiplayer games (aside from heavy projectile/hitscan based shooters) but most mmos, the majority of the legwork on the network traffic is updating movement and position to all net relevant clients in the area.
We’ve made some significant progress and will continue to test this progress and make even more as we enter widespread testing phases. The road ahead will be perilous and bumpy. But will yield good progress for Ashes
Having the tools to identify 'transit' issues like this would be very useful for group leaders (and members), and I think falls largely outside of the scope of things like combat trackers.