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Tiffy Mezzier
Gallente Epitome Inc
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Posted - 2010.01.27 20:10:00 -
[61]
Edited by: Tiffy Mezzier on 27/01/2010 20:14:40
Originally by: Fifinella
Originally by: Culmen Edited by: Culmen on 26/01/2010 16:04:12 Every byte of player information needed results in (n^2) - n bytes the server needs to transmit, n being the number of players on grid. IE 2 people on grid, the server needs to send each player the other color choice, so 2 additional transmissions. 3 people on grid, server need to send each the other two, so 6 4 -> 12 transmissions
Now lets see what happens when you get a 250 V 250 fleet blob on a single grid. 500^2 - 500 = 249,500 additional transmissions. So whenever you are asking the server to transmit additional information, try to imagine the amount multiplied by 249,500 times, when ever things get blobby.
Apparently people didn't read the above.
Or if they did, they didn't understand it.
You seem to be thinking that somehow players would have to load additional textures? As in the normal textures are on the ship as well as the new ones? Somehow leading to MORE data? All that those fancy calculations actually state is the CURRENT situation presented whenever you enter a battle.
Now someone will probably say that you have to load all that from scratch each time you see a custom ship or something. Why would that be the case? Why would that information be held server side? It's not, all you download are the values that tell the client which textures to render from the client's own existing data (to my understanding). So adding in ships painted with alternate color schemes pulled from an existing list of preset colors already existing in the client would add to lag... how?
We need a code monkey or texture guru to come in and explain the way that textures are rendered. To my knowledge changing the color values on a texture does not affect the bump, specular, or normal maps at all. It's merely a value that gets applied to all that.
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Joe Stalin
Unknown-Entity Initiative Mercenaries
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Posted - 2010.01.28 22:39:00 -
[62]
Edited by: Joe Stalin on 28/01/2010 22:39:46 I've always liked this idea, but the real problem is the first guy who skins their Rohk to look like a giant... member, is going to ruin it for everyone.
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Azran Zala
Fleet of the Damned
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Posted - 2010.01.29 01:38:00 -
[63]
Edited by: Azran Zala on 29/01/2010 01:40:35
I too would like a shiney pink Onyx.
Preloaded colour pallate similar to the corp logo system wouldnt be to shabby.
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Culmen
Caldari Macabre Votum Morsus Mihi
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Posted - 2010.01.29 04:40:00 -
[64]
Originally by: Tiffy Mezzier Edited by: Tiffy Mezzier on 27/01/2010 20:14:40
Originally by: Fifinella
Originally by: Culmen Edited by: Culmen on 26/01/2010 16:04:12 Every byte of player information needed results in (n^2) - n bytes the server needs to transmit, n being the number of players on grid. IE 2 people on grid, the server needs to send each player the other color choice, so 2 additional transmissions. 3 people on grid, server need to send each the other two, so 6 4 -> 12 transmissions
Now lets see what happens when you get a 250 V 250 fleet blob on a single grid. 500^2 - 500 = 249,500 additional transmissions. So whenever you are asking the server to transmit additional information, try to imagine the amount multiplied by 249,500 times, when ever things get blobby.
Apparently people didn't read the above.
Or if they did, they didn't understand it.
You seem to be thinking that somehow players would have to load additional textures? As in the normal textures are on the ship as well as the new ones? Somehow leading to MORE data? All that those fancy calculations actually state is the CURRENT situation presented whenever you enter a battle.
Now someone will probably say that you have to load all that from scratch each time you see a custom ship or something. Why would that be the case? Why would that information be held server side? It's not, all you download are the values that tell the client which textures to render from the client's own existing data (to my understanding). So adding in ships painted with alternate color schemes pulled from an existing list of preset colors already existing in the client would add to lag... how?
We need a code monkey or texture guru to come in and explain the way that textures are rendered. To my knowledge changing the color values on a texture does not affect the bump, specular, or normal maps at all. It's merely a value that gets applied to all that.
You completely failed reading comprehension. My point is not the client side graphics.
My point is the server is going to have to tell every me if that hostile picked the bright pink Apocalypse or whether he went with the puce with blue highlights. Repeat it with all his 249 friends, who just fleet warped onto my grid.
Mind you grid load times are pretty bad as is out in 0.0. No need to stress it further.
and further more why do i even need a sig? |
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