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Server Lag due to final wipe player increase

Discussion in 'Release 32 Feedback Forum' started by SabeSr, Aug 6, 2016.

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  1. Beaumaris

    Beaumaris Avatar

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    No significant lag issues for me.

    Might consider a stronger video card? Or play SPO for now in the laggy areas experienced?
     
    Time Lord likes this.
  2. Chris

    Chris Tech Lord Moderator Ambassador SOTA Developer

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    Actually, the main culprit in loading for our game is due to how dynamic it is. If you look at the list of load times for maps you will see that almost all of the bad ones are cities. In games like EQ2 or really, any game but ours, the scene is almost completely static. The time to load the static part for us is only 1-3 seconds. The rest of the time is spent loading up buildings, decorations, and other elements that are completely player placed.

    We have a ways to go on optimization still BUT most maps will never load as fast as a game that is all static content.
     
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  3. Drocis the Devious

    Drocis the Devious Avatar

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    Boooo static content!
     
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  4. smack

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    Yeah, you should just revert all towns to being static and make all housing instanced. :D:D:D

    Kidding aside, did you guys ever put in any logic to ensure that the scene master must meet certain performance requirements on their client/network?
     
    Ravicus, Time Lord and licemeat like this.
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