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PSU: 325 normal Beamer shots to kill a MAX
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2003-03-13, 10:59 PM | [Ignore Me] #35 | ||
Private
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There's actually 3 different things that cause slowdown in MMOG's.
One is video slowdown when there's lots of players, etc on the screen at the same time which slows your performance down. Another is network lag, where many players and/or NPC's are lagging your connection because of a lot of information being pushed around like player hps, NPC hps, etc. A third which happens a lot in DAoC and too many people try to claim it's one of the first two is SERVER network lag or server computer slowdown. If too many players in one area are doing a lot of things to cause lag, it makes it slow for everyone else who is in the same zone. This could happen in PS as well, such as a huge battle on the northern shore of a continent causing your little skirmish on the southern shore to be super laggy. Casting spells in DAoC when there is a huge battle going on in a different area can cause 2-3 second delay between pressing the button and actually casting the spell. And everyone is feeling the exact same thing no matter their connection and/or computer power, so it's definitely a server thing. I really hope Sony is going to have state of the art servers for this if they want 3-5 thousand per server. |
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2003-03-14, 12:30 PM | [Ignore Me] #36 | ||
First Sergeant
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I think the PS Servers will be well dimensioned Machines....
Cluster-Servers.... means many Computers/Machines are hosting a world together ... lets just say every continent is calculated by a Cluster of 20 Quad-Xeon-Machines wich work together within a Gigabit-Ethernet-Network. Okay this might be overdimensioned, its just an example. So it wouldn�t be a problem to calculate a battle which contains 500 players or more. And i think a battle which contains over 100 Players isn�t playable for a 56k-modem-user. Because every shot and movings are showns wich are around the players, so i think there will be more than 6,5 kbyte per second. To much f�r 56k, very big lag or a freeze. In CS or BF for example ... put on your netgraph wich shows you the up- and downstream of data and the packetloss and packetchoke. All the more palyers are shooting around you the higher the downstream gets and choke rises. OKay the PS-Netcode is certainly programmed to solve this better then the standard FPS-Netcodes (HL, Q3, UT, BF). Greetz Gortha *hopingmymachineisfastenoughfor thisgodlygameanditsbigbattles* |
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2003-03-14, 02:18 PM | [Ignore Me] #37 | |||
Lieutenant Colonel
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In major raids on Guinivere (most populated server), we often crashed the cluster. |
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2003-03-14, 02:46 PM | [Ignore Me] #38 | ||
Corporal
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Argh... Yeah someone already addressed this but you guys must've missed it....
Lag- Lag is generally an extreme delay between a client machine (players) and a server. This delay is caused by either slow communication across the network/Internet or lost data between the two hosts. If you are still seeing a high rate of frames rendered every second but people are jumping around on your screen, then you are experiencing lag. Lag has nothing to do with slow graphics. It has nothing to do with your processor speed (ok maybe a little but not in this case) or graphics card. Low FPS- Low Frames Per Second is caused by your computer trying to quickly render more graphics than it is capable of rendering quickly. That means too many poly's or effects on your screen. If you are seeing a "slideshow" then you are experiencing Low FPS. This has nothing to do with communication between the client machine and the server. It has nothing to do with your Internet connection. You guys sound like you are talking about Low FPS from there being too many people on the screen. That just means your computer can't handle the detail you're trying to run at or just can't handle the game in general. That's your fault, not the game designer's. Sure, large battles in current MMORPGs can cause both of the above but it is far more likely that it's just your computer having Low FPS, not lag. Unless you're a 56klamer. Last edited by sYn pHrEAk; 2003-03-14 at 02:48 PM. |
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2003-03-14, 02:51 PM | [Ignore Me] #39 | |||
Malvision
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I've come to expect slow downs in gameplay in large battles. But it's going to be interesting to see how PS handles it. Edit: Yes yes... there is a technical difference between LAG and low FPS (not sure why people keep re-explaining this) Bottom line is they both result in a slow down on your system which effects gameplay. Last edited by Miir; 2003-03-14 at 02:59 PM. |
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2003-03-14, 03:29 PM | [Ignore Me] #40 | ||
Contributor Captain
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This thread is to long already so ill be brief.
Reasons we wont lag: -You only get information from people in your line of sight. -Low poly models. -Distance fog, and later weather -Advanced servers. -no hit locations -no rag doll physics -No high partical effect spells - No NPC's -no unnessiary data (IE counterstrikes annoying player added sounds) - High system requirments. This last one needs a comment. The requirments are high for a reason. If your computer doesnt add to your ping or frame lag, there is less. If you think you can run the game on 256 sd with a 1.0 ghz processor and a geforce 2, think again. The devs mean the game loads and the player can move, possibly shoot. Upgrade to the previous syst reqs and beyond and the majority of the problems you mention disappear. For example, my friend can run Unreal 2 : The awakening, at 1600 X 1200 X 32 with 4x anti aliasing on, and not lag at all. Why? becuase his system is that good. |
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2003-03-14, 05:21 PM | [Ignore Me] #42 | ||
Contributor Captain
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Damn, no museum joke.....wait....lemme think. OH OH i got it! You work at the museum! wait....thats lame....
Im actually sitting next to a 56k modem. We pulled it out my friends computer last week when he finally got broad band and replaced it with his ethernet card. If you are using a modem, i dont believe there are any lines that dont support 56k anymore, go out and get a 56k modem. They are cheaper then a month of planetside. |
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