Fulqrum Publishing Home   |   Register   |   Today Posts   |   Members   |   UserCP   |   Calendar   |   Search   |   FAQ

Go Back   Official Fulqrum Publishing forum > Fulqrum Publishing > IL-2 Sturmovik: Cliffs of Dover

IL-2 Sturmovik: Cliffs of Dover Latest instalment in the acclaimed IL-2 Sturmovik series from award-winning developer Maddox Games.

 
 
Thread Tools Display Modes
Prev Previous Post   Next Post Next
  #11  
Old 05-12-2012, 10:19 AM
Lurker_71 Lurker_71 is offline
Approved Member
 
Join Date: Aug 2011
Posts: 52
Default

Quote:
Originally Posted by adonys View Post
Each player's FM routines are computed on his own computer, and only the flight path data is transmitted to the server, which then broadcasts it to the other connected players.

What you experience is most probably because of the flight path interpolation routines, combined with the networking ones. I haven't tested the alpha/beta/gamma patch yet, but if this is the case, it is very bad. it means the renderer is waiting for the all the networking info of a game tick to arrive first, and only then renders the current frame, and that there are no flight interpolation/prediction routines to provide the renderer with predicted positions of player objects, in order to allot the render an "approximate" frame without having to wait for the other nearby player's network updates.

To check if this is really the case, the FPS must vary with your network latency, and also with other nearby-player's network latency too (the worst one of the rendered players would establish the pace).

Also, it can be caused by nearby player-only rendered effects (for example, the engine exhausts, as it was the case in the months after the release).

To check if this is the case, drop down your effects settings in the game, and watch the online with nearby-players FPS.
Thank you for the input and clarifications.

One question: How are AI controlled ac handled online? Does the server transmit their flight paths to clients, just like human players, or are all AI computations handled client-side? I'm asking this because I do not have the slow-down issue with AI aircraft online, say like when attacking AI bomber formations. I have the slow-down issue only with human players, which leads me to think player-only effects may be the true culprit. I'll test and see.

Regards
Reply With Quote
 


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT. The time now is 03:38 AM.


Powered by vBulletin® Version 3.8.4
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 2007 Fulqrum Publishing. All rights reserved.