PlaneShift
Gameplay => General Discussion => Topic started by: cirdan telemnar on October 07, 2004, 07:49:22 am
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Well i just found out about this game(from www.onrpg.com) and i read most about it and i kinda had the feeling that its gonna get great but laggy.
I mean like wouldnt 1000 players + 1 huge world = Lagg
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Nope
The only \"lagg\" possibly experienced is the graphical slowdown if everybody is on the same place.
PlaneShift uses around 0.1KB/s right now so that * 1000 equals 100 KB/s.
100KB/s is 800Kbps, and I think laanx is on one 100Mbps line
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Originally posted by Androgos
Nope
The only \"lagg\" possibly experienced is the graphical slowdown if everybody is on the same place.
PlaneShift uses around 0.1KB/s right now so that * 1000 equals 100 KB/s.
100KB/s is 800Kbps, and I think laanx is on one 100Mbps line
Yes, it could work theorically like that... But don\'t forget that there\'s ALREADY a lag problem (due to unknown cause). So, the more we will be, the worst the lag phenomenon will be... :)
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Originally posted by Gorrunwe
Originally posted by Androgos
Nope
The only \"lagg\" possibly experienced is the graphical slowdown if everybody is on the same place.
PlaneShift uses around 0.1KB/s right now so that * 1000 equals 100 KB/s.
100KB/s is 800Kbps, and I think laanx is on one 100Mbps line
Yes, it could work theorically like that... But don\'t forget that there\'s ALREADY a lag problem (due to unknown cause). So, the more we will be, the worst the lag phenomenon will be... :)
Lag isn\'t due to some mysterious unknown problem. It is due to the issues that are in the current engine being used by Molecular Blue. Crystal Blue is entirely diffrent and shouldn\'t experience the \"unknown\" lag issues.
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Yay :)
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Very good new! :)
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Originally posted by Boldstorm
Lag isn\'t due to some mysterious unknown problem. It is due to the issues that are in the current engine being used by Molecular Blue. Crystal Blue is entirely diffrent and shouldn\'t experience the \"unknown\" lag issues.
don\'t expect miracles :-/
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There aren\'t really unknown lag issues. Issues are caused by huge levels, huge textures, many models, and a Lot Of Stuff being thrown at your memory, CPU and graphics card.
The server has never been tested with > 1000 simultaneous users (to the best of my knowledge) so that could always expose issues that we\'re unaware of. But once we are aware that it happens, it rarely remains an \"unknown\" issue.
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Not to mention your relative proximity to Singapore will effect your lag.
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Don\'t worry I sacrificed Exuro to the god of lag. We won\'t be seeing any problems fo about...... 100 years :)
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From memory the \"lag\" is caused by memory leaks in the game engine and these have been fixed in CB. Actually performance seems pretty good, 20 odd fps with full debug on and (I presume) a lack of signifigent code optimization; so things can only get better from here!
Not to mention your relative proximity to Singapore will effect your lag.
This effects the price of fish how?
-Zorium
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The planeshift MB server is in singapore...
See this map: http://www.planeshift.it/psworldmap.php?type=servers
josePhoenix
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The planeshift MB server is in singapore...
See this map: http://www.planeshift.it/psworldmap.php?type=servers
Hmm didn\'t know that, but it still doesn\'t matter becauase PS only uses 0.1KB/s (0.8Kb/s) so that wouldn\'t effect anything.
-Zorium
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That is not true
If you live in, let\'s just by pure chance say Hungary :) your little messages will have to travel all the way to Singapore.
That is a looong way, which wouldn\'t be that bad, but you will have to go through more routers, networks, gateways etc, than if you\'d live close.
This means that when you press your left key on your keyboard, the packet that it provokes takes \"relativ\" long time to get to Singapore.
But because of the distance, the jitter (the difference between the packet delays) can also be big, and that means you can\'t precisely predict the delay and use the info.
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Originally posted by Nagypapi
That is not true
If you live in, let\'s just by pure chance say Hungary :) your little messages will have to travel all the way to Singapore.
That is a looong way, which wouldn\'t be that bad, but you will have to go through more routers, networks, gateways etc, than if you\'d live close.
This means that when you press your left key on your keyboard, the packet that it provokes takes \"relativ\" long time to get to Singapore.
But because of the distance, the jitter (the difference between the packet delays) can also be big, and that means you can\'t precisely predict the delay and use the info.
Of course, each \'transaction\' with the server must go both ways (you>server>you) and so on.
If you lived in the UK (as I do) thats up to 300ms ping to begin with (more if you live as far away as the USA, I\'d guess that would be around a 420ms ping at least. You should note that the actual \'ping\' in game will be much higher than these quoted figures as the server must actually perform processing before returning any given information back to a client.
From there you add in the actual overheads and latency of your actions on the server and it would seem that Planeshift does rather well to run at all for a lot of us.
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Isnt there a Trans-Pacific-Data-Cable? If there was one the US would probably have the same ping as europe (if not better).
300ms delay is hardly visible to a standard user. I played FPS Tournaments with such pings and even there you dont notice that much of it (if the ping remains constantly at 300). In Planeshift you will probably only notice your computers loading time :D
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300 in FPS tournaments? Ouch. I used to get annoyed if my ping reached 100 in CS. Heh. I averaged around 67... it was great. Though I did play Wolfenstein 3:ET at around 190-200.
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Originally posted by Pegasus
Isnt there a Trans-Pacific-Data-Cable? If there was one the US would probably have the same ping as europe (if not better).
Ping generally increases exponentially over distance as it goes thru more routing but an inescapable factor is the speed of light.
It reminds me of the IT guy who got fired because his boss wouldn\'t believe that it was physically impossible to get ping from the London to New-York offices lower than 20ms :D
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I think there would be more than one world to play in then the game is done. This would reduce player crampness (is that a word?) significantly. Also with all this new streaming and stuff technology, you can make a seamless world with no lag at all.
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Originally posted by Pegasus
In Planeshift you will probably only notice your computers loading time :D
It depends on the design. If they make combat too fast or based on player\'s accuracy/reflexes then even a small lag will give you a huge disadvantage (and frustration). I don\'t think it will be a problem in Planeshift though. :)
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For some reason i have little lag, it never really runs smoothly but it only lags for a second, every second.
Here is my system:
AMD Duron 800 GHz
Maxtor 10GB 5400RPM
128MB SDRAM PC 133
And i have DSL
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So if my internet speed is 21.6kbps, will i likely have big problems. My computer\'s stats are more than enough, trust me, so will it be a problem.
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Originally posted by Junibeater
So if my internet speed is 21.6kbps, will i likely have big problems. My computer\'s stats are more than enough, trust me, so will it be a problem.
Wow ur net speed is low! You might find it very hard to run PS or even CB in that case. I highly suggest getting a better connection.
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Myrtl, some people don\'t have a choice. I\'d say that you won\'t be the only one with a connection like that.
It will be slower, but you should be able to cope.
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\"Lag\" in MB is because of a slow graphics renderer, NOT because of the internet connection the server is on, or the connection you are on, and the renderer is more or less fixed in CB. The end.