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[patch] Map::PlayerRelocation performance


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Posted
Uh... Not really. Less CPU usage at the cost of more RAM.. preferable.

And only 8kb at 2000 players, it's nothing. We are not talking hundreds of MB here, we're talking 1980s RAM amounts. xD

  • 2 weeks later...
Posted
Some time players can see other players in invisibility state.

I read this... in patch from getmangos.ru... If I remember right, Ambal and SilverIce fix it on they patch. Will be great if they post it this forum too.

Posted

If you avoid doing those routines on every relocation it might be somewhat quirky.

While not exactly realistic situation but this might be an extreme:

Stealth user enters visibility range and stops moving. Reciever is not moving either. In this case if this was done in some sweet spot of those 500ms, they'd theoreticly never detect each other, until anyone move ( but in reality there is also some static check for stealth detection AFAIK ).

On normal gameplay, this will come in cost of visibility update accuracy. I can see the worst problem with stealth though, because it works quite dynamicly it'll affect gameplay.

If something affects gameplay, server admins usualy would want a way to configure it. Some might consider 200ms update as better trade-off, some might just ignore it, because they already has no more than one server update in that interval.

  • 2 years later...
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