Quote:
Originally Posted by adonys
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.
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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