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Thread Statistics | Show CCP posts - 6 post(s) |
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CCP Veritas
C C P C C P Alliance
529

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Posted - 2012.07.02 00:12:00 -
[1] - Quote
Yeah, the stuff in my keynote presentation isn't really related to the OP.
I haven't specifically looked at how pre-firing modules works, but I'm pretty sure it's all client-side processing today. I'm a fan of moving them server-side as y'all are talking about - not exactly a small change though. I'll talk to some folks and see where it might land on the List o' Stuff To Do. CCP Veritas - Senior Programmer - EVE Software |
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CCP Veritas
C C P C C P Alliance
535

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Posted - 2012.07.02 13:16:00 -
[2] - Quote
You guys are giving me a good idea for a devblog 'cause it's clear the whole 1hz tick thing is confusing to some ;) CCP Veritas - Senior Programmer - EVE Software |
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CCP Veritas
C C P C C P Alliance
536

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Posted - 2012.07.02 13:54:00 -
[3] - Quote
Bienator II wrote:CCP Veritas wrote:You guys are giving me a good idea for a devblog 'cause it's clear the whole 1hz tick thing is confusing to some ;) any chance to increase the heartbeat? Server could fall back to the slower beat when under load. It's possible that we'd increase the Destiny update rate at some point. We'd still use TiDi as the overload mechanism though, switching update rates on the fly is just unnecessarily complicated.
What is this aligning myth y'all are talking about? I must be out of the loop on that one. CCP Veritas - Senior Programmer - EVE Software |
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CCP Veritas
C C P C C P Alliance
538

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Posted - 2012.07.02 16:24:00 -
[4] - Quote
Bubanni wrote:But increased tick rate would improve the feel of eve by alot I think, more specificly in actions like accelerating, turning your ship... basic manuvering :P like stopping your ship too... all that would react faster then? But I bet that would be much more work than "simply" making prefired modules activated on lock.
Just currious though... have you guys experimented before with making the tick rate of "Destiny" faster?, I mean, say it was 0.5 sec instead of 1 sec... does that increase the load of the servers by 100%? would the servers even be able to finish all the operations? or wouldn't it be able to finish the database queries faster, and thus relieve some stress? That is something I would be interrested to hear about also in your dev blog if you make one soon :)
- edit: This would also allow frigs to increase their survivability a bit, as they can then change alignment faster, and thus decrease the chance they get one shotted by a hurricane or other snipers Yeah, I've played around with it. It's really easy to change the update rate - it's just a number in a source code file. The effect it has on performance is non-trivial though. While it's not a straight linear increase because it doesn't change the amount of events that happen directly, it does increase the communication overhead and things like that. I'm hoping that we can get to a point with optimization where we can increase it a bit and see how things go. As you say, there's a lot of elements in the game that would benefit from smoother physics. CCP Veritas - Senior Programmer - EVE Software |
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CCP Veritas
C C P C C P Alliance
538

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Posted - 2012.07.02 16:30:00 -
[5] - Quote
Cebraio wrote:CCP Veritas wrote:You guys are giving me a good idea for a devblog 'cause it's clear the whole 1hz tick thing is confusing to some ;) Isn't that covered here already? I remember when I read it back then, I found it very informative. Didn't read it today though. Maybe it's not what you had in mind. That covers things that are inside the tick quite well, but at least from my re-glance-over, doesn't touch the interaction between physics and systems like locking and modules. CCP Veritas - Senior Programmer - EVE Software |
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