Gameplay downgraded?

Discussion in 'Planetary Annihilation General Discussion' started by valheria, August 30, 2014.

  1. tatsujb

    tatsujb Post Master General

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    well then I don't know what you're talking about because it certainly wasn't me who brought up the client.
    that bit you quoted I'm talking about a server.
  2. temeter

    temeter Well-Known Member

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    Seems like a bit of a misunderstanding.

    After reading a bit, i think tatsujb is just talking about the possible problem, that people might accept and therefore start to use slower servers, because the client appears to be smooth? Maybe even without even noticing the slow decline in speed in the lategame?
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  3. tatsujb

    tatsujb Post Master General

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    I can think of one thing.
    more cores.
    No two.
    Unit limit.
  4. tatsujb

    tatsujb Post Master General

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    thank you.
  5. exterminans

    exterminans Post Master General

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    We are, at least that's the last statement I remember from an Uber employee. Up to 8 instances of the game server, running inside a single Amazon EC instance of unspecified size.

    The server is already multi threaded I think, so one instance of the game server can starve other instances, too. In addition to the problems the server has on its own.
    Last edited: August 30, 2014
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  6. tatsujb

    tatsujb Post Master General

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    oh sorry, bad terminology there.

    I thought that meant when a client is also running part of the server.
  7. thepilot

    thepilot Well-Known Member

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    tatsujb likes this.
  8. tatsujb

    tatsujb Post Master General

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  9. temeter

    temeter Well-Known Member

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    Well, i certainly now the pain, Forged Alliance even had issues when playing offline against the AI. Such a phenomenal game, one of the best RTS ever made, the perfect combination of depth, scale and fun-factor. And then it painfully slows down over the course of a long game...

    What could SC have been with full multi-core support?
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  10. tatsujb

    tatsujb Post Master General

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    a lot freaking better.
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  11. aevs

    aevs Post Master General

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    You said:
    I said that this is impossible, whether you are talking about the server (server speed doesn't depend on client speed at all) or client.
    I had assumed client, since forrest already came in here and said
    I figured you would have at least understood that.
    The only think that can make you deal with a slowdown is the sim. The new code has no effect on the sim. Whatever you were saying about something being mal-gauged makes no sense in any case.
  12. squishypon3

    squishypon3 Post Master General

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    The ending of that gif... o.o

    Edit: Nevermind, slow internet really made it appear super broken, haha. :p
  13. tatsujb

    tatsujb Post Master General

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    dude the point is I'm NOT talking about client.

    and that now OUR sim speed is dependent of the stupid server in the most painstaking of ways.

    sure it was also the case before. but now we're just opting for slower gameplay rather then fixing the perf issues with the obvious:
    unit limit
    more servers

    now Uber can ignore buying more servers forever!
  14. squishypon3

    squishypon3 Post Master General

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    Well yes, but now that issue is void if a player hosts his own super great server. If a player hosts a server with a really good computer then the time it takes for slowdown to occur will take longer, and require more units, effects, etc... In FA it was only until the slowest computer was overwhelmed.
  15. aevs

    aevs Post Master General

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    It always has been, and always will be. That's how the server-client architecture works.

    Look, you can complain that server perf needs work. I agree with that. But this new feature is nothing but a good thing.

    What I think WOULD be a good idea, would be for the game-time clock in the bottom right hand corner to turn red when the sim speed drops below, say, 9.8. and for it to display the current time modifier alongside it (i.e. if the server is running at 7fps, it would display x0.7 speed, or something along those lines).
  16. squishypon3

    squishypon3 Post Master General

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    Just because this is being implemented doesn't necessarily mean Uber won't even attempt at hosting better servers down the line. There's a point where they'll even NEED to.
  17. tatsujb

    tatsujb Post Master General

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    kindof but not really.

    Now we have to deal with this bit of code that can't be modded out that will sometimes make the game run slower if it thinks it needs more overhead (even if it's wrong)
  18. tatsujb

    tatsujb Post Master General

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    If'd you'd read like... pff ...ONE line further.
  19. igncom1

    igncom1 Post Master General

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    Dude you should re read their points.

    The server will slow down when it becomes overloaded, and when it does we have the smoothing effect, this however only works when the server is overloaded.

    There is no change to how the servers work other then making the overload more bearable.

    Our sim speed is depending on the server so long as you use one, so in MP on ubers server or later on your own.

    It's dependant on your computers speed in offline mode, coming soon.

    It's always been this way.
  20. squishypon3

    squishypon3 Post Master General

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    But it'll only do it if sim speed drops below 10 fps??

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