PlaneShift
Development => Unreal Engine => Topic started by: Noronel Poroner on May 19, 2015, 06:13:36 pm
-
It is oft discussed, lamented or otherwise known that guild houses with large numbers of items can cause map loading issues. Are there immediate reductions of these types of issues expected from the UE project?
-
Because the same number of item definitions still needs to be transmitted over the network, I doubt that changing the engine will change the reason of troubles fundamentally.
-
I'm not sure anyone really knows, if the way the server and game communicate and work is identical then I'd expect it to remain. But we are working with a different engine with maps likely set up in a different way. Best I can say is wait and see :)
-
There would have to be some measurement on
a) the amount of time it takes to get the required data from the server
b) the amount of time it takes to render said data.
If (a) is slow now than as LigH says it would most likely stay slow in whatever engine is used. There are ways to optimize data over the wire but that would be a separate issue and independent (mostly) of engine choice.
-
Yeah, this should be optimized, really. UE might help that i.e. the server might be able to use UE in order to tell the closest objects and load them first.