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Thread Statistics | Show CCP posts - 1 post(s) |

Tachy
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Posted - 2006.06.30 07:28:00 -
[1]
Raising the reaction time in your local network is a real nobrainer.
There's nothing the client can do to detect it if someone's meddling in the affairs of latency.
The client and server already have a couple of counters against lag. But they have limits. Do you remember the nearly constant rubberbanding upon falling out of warp when EVE was young? It is nearly gone - visibly.
I think the German Java Magazin had a nice series about game programming 3-4 years ago, explaining some of the usual efforts to counter lag effects on client and server side. --*=*=*--
Even with nougat, you can have a perfect moment. |

Tachy
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Posted - 2006.06.30 07:35:00 -
[2]
That has nothing to do with the ping, but with reducing the available bandwidth. --*=*=*--
Even with nougat, you can have a perfect moment. |

Tachy
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Posted - 2006.06.30 08:16:00 -
[3]
You might run into just another problem with saturating network access, either in soft- or hardware. (Stacks, queues, caches, whatnot, ...)
I.e. Ethernet starts encountering collision problems at about 1/3 nominal bandwidth used. Token Ring allows 80%+ usage before you run into problems. --*=*=*--
Even with nougat, you can have a perfect moment. |

Tachy
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Posted - 2006.06.30 09:51:00 -
[4]
Aye :)
That's where the 'might' comes into the game. I know a lot of people running 'ancient' network equipment from extra ethernet-cards over cables to DSL-equipment. --*=*=*--
Even with nougat, you can have a perfect moment. |

Tachy
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Posted - 2006.07.01 10:51:00 -
[5]
* Redesign of the interface: You mean that updating the overview with drone info when you launch or scoop them should not stop the client from reacting totally? Hovering the mouse over the 'minimize' icon when you're in windowed mode shouldn't stop the client to show a cached page from your last station visit? Right click with opening the menu should not cause lag and other problems?
*flight controls: I could live with not getting items pretargeted by clicking on them in space. A right or control click should be enough for locking/interacting with objects. Your solution might lead to problems with fast/agile ships and lag.
*invisible collidable objects are a pita.
*stations/gates and collision detection. Aye, some structures have 'strange' collidable borders. One of the Minmatar stations has some invisible obstacle to the right side when you undock that keeps you from warping for about 2xIttyV length out. I hope the overhaul later in Kali will bring fixes to that situation too. I can't stand objects that you can fly through.
*Precaching: There have been announcements of work on precaching while you're in warp. I don't think precaching neighbouring systems would be a good idea. The servers would have to load all the stuff in there. Imagine bypassing Jita on a sunday afternoon ... --*=*=*--
Even with nougat, you can have a perfect moment. |
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