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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.
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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.
Rollback netcode/server meshing's impact on macro and micro performance
Ace1234
Member
The needs of a competitive game with large player counts are more unique, in that you need performance both on a "macro" and "micro" scale. You want to be able to handle larger player counts, while still accounting for the nuances of precision-based gameplay and ensuring smooth performance during moment-to-moment action when there are high stakes and skill-based execution involved.
I think anyone who has seriously played any kind of online competitive game knows how important this is for the experience, and for the performance to respect the player's inputs on a micro-level if the game is supposed to be very skill-based and competitive. This is very important when very nuanced decisions can determine the overall outcome of a fight. A single bullet in an fps game, or a single frame of lag in a fighting game can make all the difference in the outcome between skilled players, and cause players to be highly dissatisfied with the gameplay. Obviously expectations should always be tempered due to the nature of online play, but the goal should be to strive toward making online play as smooth as offline play for these types of games.
Im not very knowledgable on netcode and the tech side of things.
Server meshing is supposedly going to help performance on more of a "macro" level by better handling more concentrated/dense areas with larger player counts.
I assume this will indirectly help with more "micro" level performance, but will this alone have enough capability to support smooth enough performance on a micro-level?
Traditionally, "rollback netcode" is an often desired and requested feature for these types of games to better support the intended experience. Is this something that could be leveraged in combination with this server tech to bolster performance?
What is the best option to facilitate both macro and micro level perfomance?
Feel free to educate me.
I think anyone who has seriously played any kind of online competitive game knows how important this is for the experience, and for the performance to respect the player's inputs on a micro-level if the game is supposed to be very skill-based and competitive. This is very important when very nuanced decisions can determine the overall outcome of a fight. A single bullet in an fps game, or a single frame of lag in a fighting game can make all the difference in the outcome between skilled players, and cause players to be highly dissatisfied with the gameplay. Obviously expectations should always be tempered due to the nature of online play, but the goal should be to strive toward making online play as smooth as offline play for these types of games.
Im not very knowledgable on netcode and the tech side of things.
Server meshing is supposedly going to help performance on more of a "macro" level by better handling more concentrated/dense areas with larger player counts.
I assume this will indirectly help with more "micro" level performance, but will this alone have enough capability to support smooth enough performance on a micro-level?
Traditionally, "rollback netcode" is an often desired and requested feature for these types of games to better support the intended experience. Is this something that could be leveraged in combination with this server tech to bolster performance?
What is the best option to facilitate both macro and micro level perfomance?
Feel free to educate me.
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