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PSU: Every time you spam, god kills a kitten
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2012-06-18, 01:01 PM | [Ignore Me] #1 | ||
First Sergeant
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Hello everyone,
I have been reading/watching everything I can get my hands on about PS2, I've joined a great looking outfit and I am in my cockpit ready to scramble and fight for the NC no matter the odds! RAWR! However, I have seen quite a few posts about lag in PS1 that have me concerned. In an FPS, lag can be the difference between life and death. Has SOE stated anything about these issues? I mean, they talk about how amazing it would be to have 2K people all in one spot fighting a huge battle, but, would that really be amazing if I lag like mad? I appreciate the above example is on the max (see what I did there?) side of the spectrum but are players going to have the most fun in smaller skirmishes where there's maybe 20 people per side as opposed to 100+ simply because they are able to play the game and not have to worry as much about serious lag? I have a great cpu setup and a great connection but in an FPS where there is potentially hundreds of people in one spot, I'm a little worried. |
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2012-06-18, 01:10 PM | [Ignore Me] #3 | ||
the devs said, it was a huge challange, but they are confident, that they have it nailed!
and we have seen quite some progress on that from the first gameplay footage to the e3 handson! gdc looked like severe rubberbanding, but e3 looked really fluid. after all, noone has more data and experience about mmofps netcode than soe.
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2012-06-18, 01:57 PM | [Ignore Me] #5 | |||
Contributor Major
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Planetside has been in a beta or release state for nearly 10 years, now. Ignoring that the original pop cap was 500/continent, they have 10 years of 400/map experience... That's 35 million player-hours per map of data/experience to work with. Contrast with a game that's been around longer, let's say Counter-Strike, but has smaller supported maximum playercounts per map... and it's got 13 years of 32/map player densities... that's 3.6 million player-hours per map... So even if we make the assumption that a week's experience tweaking code for 20 people is equivalent to two weeks' worth of experience tweaking code for 10 people... (and I think it scales more favorably towards higher player densities being more productive a experience curve towards making highly player-dense systems) The SOE crew has ten times the experience of Counter-Strike. |
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2012-06-18, 03:41 PM | [Ignore Me] #6 | |||
Sergeant
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2012-06-18, 05:44 PM | [Ignore Me] #10 | ||
really different but I don't think it should make a big difference when it comes to lag. All the extra numbers in the equation come at the cost of losing all the extra details that have to do with gear and having thousands of weapons and armor types and dice rolls going on. Dunno if it will matter much.
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