3 ms·
That is a completely different problem that is mostly bottlenecked by bandwidth and not CPU time. Every players data has to be sent to every other player. This
by imtringued 3y ago
That is a completely different problem that is mostly bottlenecked by bandwidth and not CPU time. Every players data has to be sent to every other player. This requires a CDN like architecture to increase bandwidth.
- rasz 3y agoSure you need fast tick updates for dynamic models right in front of you, but something ~100 virtual meters away? can at least halve it, 500m maybe even 1/10 will suffice.