Forums WoW Modding Support Archives TrinityCore Discord Archives [DiscordArchive] is that even a network issue, a server issue or a client issue ?

[DiscordArchive] is that even a network issue, a server issue or a client issue ?

[DiscordArchive] is that even a network issue, a server issue or a client issue ?

rektbyfaith
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07-21-2023, 10:11 AM
#1
Archived author: jackpoz • Posted: 2023-07-21T10:11:31.007000+00:00
Original source

is that even a network issue, a server issue or a client issue ?
rektbyfaith
07-21-2023, 10:11 AM #1

Archived author: jackpoz • Posted: 2023-07-21T10:11:31.007000+00:00
Original source

is that even a network issue, a server issue or a client issue ?

rektbyfaith
Administrator
0
07-21-2023, 10:16 AM
#2
Archived author: <o> • Posted: 2023-07-21T10:16:34.344000+00:00
Original source

for wow it's definitely a server issue, even with the constraints on updatedata you should have no problem running hundreds and hundreds of players nearby
rektbyfaith
07-21-2023, 10:16 AM #2

Archived author: <o> • Posted: 2023-07-21T10:16:34.344000+00:00
Original source

for wow it's definitely a server issue, even with the constraints on updatedata you should have no problem running hundreds and hundreds of players nearby

rektbyfaith
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07-21-2023, 10:19 AM
#3
Archived author: <o> • Posted: 2023-07-21T10:19:38.184000+00:00
Original source

in general it depends. many games will struggle to render that many unique players with up to like 10 configurable mesh components on screen anyways (whether they should is another question), in which case sharding solves that problem as well. that said, even on the laggiest server launches you very rarely see all the surrounding players at the same time anyways
rektbyfaith
07-21-2023, 10:19 AM #3

Archived author: <o> • Posted: 2023-07-21T10:19:38.184000+00:00
Original source

in general it depends. many games will struggle to render that many unique players with up to like 10 configurable mesh components on screen anyways (whether they should is another question), in which case sharding solves that problem as well. that said, even on the laggiest server launches you very rarely see all the surrounding players at the same time anyways

rektbyfaith
Administrator
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07-21-2023, 10:22 AM
#4
Archived author: Fabian • Posted: 2023-07-21T10:22:47.738000+00:00
Original source

i dont know any game where it becomes a networking yet. even with stuff like big fat 500 people fights (yes some mmos do that)
rektbyfaith
07-21-2023, 10:22 AM #4

Archived author: Fabian • Posted: 2023-07-21T10:22:47.738000+00:00
Original source

i dont know any game where it becomes a networking yet. even with stuff like big fat 500 people fights (yes some mmos do that)

rektbyfaith
Administrator
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07-21-2023, 10:40 AM
#5
Archived author: jackpoz • Posted: 2023-07-21T10:40:45.895000+00:00
Original source

I know a game that just has a configurable character model limit and you see a placeholder model above that
rektbyfaith
07-21-2023, 10:40 AM #5

Archived author: jackpoz • Posted: 2023-07-21T10:40:45.895000+00:00
Original source

I know a game that just has a configurable character model limit and you see a placeholder model above that

rektbyfaith
Administrator
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07-21-2023, 10:41 AM
#6
Archived author: jackpoz • Posted: 2023-07-21T10:41:15.331000+00:00
Original source

with some configurable "who should I see effects of ?" with "none/my party/my squad/everyone" setting
rektbyfaith
07-21-2023, 10:41 AM #6

Archived author: jackpoz • Posted: 2023-07-21T10:41:15.331000+00:00
Original source

with some configurable "who should I see effects of ?" with "none/my party/my squad/everyone" setting

rektbyfaith
Administrator
0
07-21-2023, 10:41 AM
#7
Archived author: jackpoz • Posted: 2023-07-21T10:41:25.025000+00:00
Original source

so you don't reach 1 fps
rektbyfaith
07-21-2023, 10:41 AM #7

Archived author: jackpoz • Posted: 2023-07-21T10:41:25.025000+00:00
Original source

so you don't reach 1 fps

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