4 ms·
Large fleet fights can't be effectively handled in any known way. Synchronizing 1k people for real-time battles leads to several minutes lag for any action (on
by iwwr 15y ago
Large fleet fights can't be effectively handled in any known way. Synchronizing 1k people for real-time battles leads to several minutes lag for any action (on a good day). On a bad day, the local 'node' will just crash. The total number of updates is something like O(n^2) for n active clients.
CCP have done pretty amazing things for the constraints they were under: real time battles, one shard universe.
- jpadkins 15y agoerlang based server (pikko server) is trying for 1k people realtime FPS trial... http://www.rockpapershotgun.com/2011/03/07/pikkotekks-1000-player-fps/ http://www.rockpapershotgun.com/2011/03/07/pikkotekks-1000-p...
- socillion 15y agoDon't forget the drones - that's 4-5x the number of player ships.