3 ms·
Also just as an FYI we do have this running live at https://reflect.net https://reflect.net and https://hello.reflect.net/examples https://hello.reflect.net/exa
by aboodman 3y ago
Also just as an FYI we do have this running live at https://reflect.net https://reflect.net and https://hello.reflect.net/examples https://hello.reflect.net/examples at 120 FPS.
We are targeting 100 concurrent users at 120 FPS. Not completely there, but it is certainly achievable, and we will scale back framerate when we need to.
- internet101010 3y agoSo are you using fps management just for scaling purposes or also as a way of ensuring fairness? The reason I ask is because games like Forza have had to resort to setting all online players' frame rates to be the same regardless of their machine's capabilities due to the way the in-game physics work. PC players on high end hardware would consistently get better lap times than Xbox users because of it. Maybe this is a bit out of scope of what the goal is for this project but just thought I would bring it up.
- aboodman 3y agoHuh! That's interesting. I don't think this applies to the type of collaborative apps (ie figma) we are targeting, but it's fascinating to know. Thanks!