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nuzicx

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  1. As a datacentre technican who works for one of the big 4 datacenter providers. who you host with and the technologies you employ does make a difference. Cloud hosting does make a difference as they support colocation accross many continents, hundreds of datacenters. Reducing lag by having colocated server closer to the customer, creating mesh networks of servers that communicate together and act as one big server will enable servers to share files (ie textures, sprites) and bring them closer to the customer, the humen reaction time is 250 milliseconds, would you rather content loaded cross country maby taking 200-400 milliseconds or localy in under 30 milliseconds. The viewer has a bandwidth cap of 10 mbps (1.25MB), if you had a 100mbit connection, you would only be using 10% of that, this is the major problem, with the advancement of graphic cards we are able to load many things at once but we are being limited by bandwidth. There are many other factors that come into play also, its upstream capabilities and even the responce time of the servers storage, nvme is the future and what i would recomend but the standard is still only 100iops. Rendering is not an issue and this game is playable on onbult graphics nowdays as long as settings are kept low, a $500 pc would run this game A.O.K. If you got the $$$ a 3080 RTX and Ryzen 5900 with 32GB ram would be the way to go Servers are important as they send you the files before rendering takes place. They to need fast ram, multicored CPU's and fast storage 13 hours ago, Fritigern Gothly said: In short: Neither the server's software, nor where the server is hosted has ANY influence on your FPS. Anyone telling you otherwise has little knowledge of how networking works. Yes, slow loading textures is a thing but again that is not the FPS. Just to add to this there is a stuttering effect felt by the user when they wait for textures/sprites to be downloaded from the server, however a moden graphics card once files recived from the server loads these in nanoseconds
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