Re: Death match a new beginning, online roleplaying science fiction MMO
We've relocated it to a new server, and it seems to have gotten rid of the lag, in fact i'm iddling on it right now with 0 lag. I've already accounted for the possibility of lag, that's exactly why we launched this early so we could get this through and over with in the beginning. Walking sends a message, but it doesn't actually move the client side until it receives an event, it no longer just strate up runs and not wait for an answer. In fact, this thing was specificly coded to account for lag spikes and such. Their's very little done client side as ship mvoement is handled server side, which of course increased the cpu load. The normal ping shows up as 100 milliseconds, something like that, but when ran on the ovh vps it lags and its impossible to play. We've discussed the possibility of shared resources, as in all the resources are shared between one another which might be a factor, because unstoppable's been running it perfectly fine on his laptop with 4 cores, no decrease in system preformense and in fact the laptop fans havn't even kicked in.
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