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"...be a server" - mind trying to say it again, only what you really meant this time?
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By this I mean some online games use a dedicated server sponsored by a clan (ie playing BF, COD). These games may have 20 or 30 people playing at once, shooting and running all over the place. So would having the game run on a server work?
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The host of a game doesn't need a particularly powerful pc. DW only needs PCPOWER(tm?) for time compression. The data routing implied by MP should have a minimal impact.
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If the host pc has to do what you say it does, wouldn't a faster pc be less likely to have issues? In part of your post you mentioned how a pc would need to update the missile's position, speed, etc every frame ,which seems like a mathematical operation. So a pc that has a faster CPU would have less problems, right? Or more RAM?
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I don't remember the capacity of a t1 at the moment, and I don't know how much bandwidth any particular scenario in any particular player configuration in any particular game situation actually demands.
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1.54mb per sec capability, give or take. Roughly eqaul to 24 DSO lines.
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What we can do? Only play missions MP made by sensible authors, who avoids "The great missile exchange", "ambient" ships every 1sqnm in a mission area of 100sqnm (haven't actually seen that) and ... (taking suggestions here)
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This is my point. Why shouldn't we be able to play the sim as it's meant to be played? Is the way it's written dooming to missions with only a few ships, that never launch missile salvos?
This seems ridiculous when you look at games that have 20 or more peopole online at once, with very advanced physics engines and graphics running.