Re: Diversification is the Name of the Game, Part 3 (Editorial)
well I'd like to see some data regarding how much bandwidth utilization this destructable environment takes. I doubt it's anything beyond a dedicated server. In the Xbox scneario (no dedicated servers) - it may be a little hard because the servers are usually at broadband (not data center) speeds.
I'd like to see the differences in the data for clients and servers respectively to see where the burden of the new features lie. I couldn't imagine that the destructible environments would tax network bandwidth that much as I can think of similar events that would be close to what they would be. The best way to test this is to get a BF2 map with a bunch of bridges and blow them all at the same time to see if it lags.
I would think that the network would be taxed greater before everything is blown up because it would have to calculate the collisions as you got close. Once all was flattened - the collisions get less complicated.
This was experienced in the carrier lag in Desert Combat. As a player approached, it began to do calculations regarding how the two objects would interact should they collide. The problem was that when you got too close to the carrier it would calculate for the entire carrier even though you weren't close to the front. They split it into 3 separate collision meshes and voila - better network performance.
If you think about it - destructible environments should only tax network for a second or two until the dust settles - and it wouldn't be much more than blowing a bridge in bf2 - would it?
I'm no programmer - but I'm still not convinced that the new features would be the cause of 24 player servers. I could be wrong though - but it seems as though there could be ways around that.
And if it comes down to it - i'd rather have 64 players than destructible environments. Gameplay > graphics.
if this was the limitation - let us turn it off for low bandwidth servers (or xbox users that want more than 24 players)
Originally posted by Smooth
I'd like to see the differences in the data for clients and servers respectively to see where the burden of the new features lie. I couldn't imagine that the destructible environments would tax network bandwidth that much as I can think of similar events that would be close to what they would be. The best way to test this is to get a BF2 map with a bunch of bridges and blow them all at the same time to see if it lags.
I would think that the network would be taxed greater before everything is blown up because it would have to calculate the collisions as you got close. Once all was flattened - the collisions get less complicated.
This was experienced in the carrier lag in Desert Combat. As a player approached, it began to do calculations regarding how the two objects would interact should they collide. The problem was that when you got too close to the carrier it would calculate for the entire carrier even though you weren't close to the front. They split it into 3 separate collision meshes and voila - better network performance.
If you think about it - destructible environments should only tax network for a second or two until the dust settles - and it wouldn't be much more than blowing a bridge in bf2 - would it?
I'm no programmer - but I'm still not convinced that the new features would be the cause of 24 player servers. I could be wrong though - but it seems as though there could be ways around that.
And if it comes down to it - i'd rather have 64 players than destructible environments. Gameplay > graphics.
if this was the limitation - let us turn it off for low bandwidth servers (or xbox users that want more than 24 players)
Frostbite sucks
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