![]() ![]() I get a lot of comments on our dev blogs and updates misunderstanding the way that a game development team works so I will try to clear things up here. Why are you working on insects when you could be working on gameplay feature X? Right now we’re going for option A as it benefits all aspects of the game and should be an achievable goal. The only 2 solutions here are: Get servers running CPU spike free or Rewrite the vehicle network model. Jitter can be hidden by increasing how far behind the current time we run our interpolation of the vehicles, the downside of this is it will greatly increase latency of driving input controls. We think we are pretty close to nailing server performance, hopefully this patch will make some good progress. We believe once we get our server performance is tight it will allow us to deliver a much tighter gunplay experience than is possible in games that are designed to mask large latency spikes. These spikes are called jitter. Hurtworld is more sensitive to jitter than other survival / MMOs games out of choice. Whatever it is, you will only really notice it while in a vehicle. It could be a new player being sent heaps of construction data, a complex pathing calculation due to a creature moving through a massive base or the Unity garbage collector picking up memory that a plugin we use generated. In short, the vehicle lag is caused by any CPU spike on the server. Once the server gets out of its CPU spike and catches up the car starts moving again. Vehicles on the other hand use a physics simulation that is much harder to predict on the client, its not impossible but currently we are working with a simpler model: run everything server side then stream positions to the client (Players other than yourself steam positions also as predicting humans isn’t a good idea).ĭue to this, if a client stops getting positional updates for 500ms the game has no idea where to move the vehicle and will stop in its tracks waiting for the next update from the server. The only time you see lag on the client movement is when the server is seriously struggling or your ping is higher than the allowed prediction amount. This (among other things) allows the server to have a CPU spike for whatever reason, catch up on things and keep running without the client showing you anything was wrong. This is by no means out of the ordinary for an FPS, its called client side prediction. We have very complex lag compensation systems in place for player movement. Something that might not be immediately obvious is why vehicles are so jerky when everything else is running fine. These changes will hopefully give servers a much longer performance life, if not indefinitely. This was part of a major server performance pass cow_trx and I have been doing over the last week. This change will go in with this weeks wipe on Friday. This took a little longer than expected, but should now make vehicles that aren’t currently being driven consume negligible amounts of CPU (and they were using a lot). ![]() I did a bit of work this week on fixing the Vehicle performance issues caused by vehicle parts being more common. “There is still a considerable amount of uncertainty of how strong and where the system will track over the coming days but the bureau will keep the community up to date with the latest warnings,” Grant said.Welcome to the 20th Hurtworld Dev Blog! Not a whole lot to show from me this week as the Shigi Tools SDK integration will take a while to get things happening. Jasper was set to weaken over the weekend but was expected to intensify again into a severe tropical cyclone as it approached the north Queensland coast next week.Ī cyclone watch – a warning issued when impact was expected within 24 and 48 hours – could start as early as Sunday. “In terms of our Willis Island crew we are putting in firm plans to look at what we do with them over the coming days, with decisions to be made on them over the course of today,” the bureau’s Dave Grant told reporters.Ī bureau spokesperson said the remote station was built to withstand a category 5 cyclone but staff safety was their utmost priority. ![]() LS1HsqQ2hw- Bureau of Meteorology, Queensland December 8, 2023įour staff members were set to be evacuated, with the station in Cyclone Jasper’s sights. Severe Tropical Cyclone Jasper remains at Category 4 and is slowly heading southwards over the northeast Coral Sea. ![]()
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