Open DalisonCPU opened 3 years ago
@DalisonCPU can you give more details about your experience? Size of the map, how many units are on the field at the time that are you testing, if you are using a server near you or in the oposite side of the planet.
If you play in a regular map... aprox 20 x 20, with two or three more players, with a limit of a 200 full unit control per user the game is very well to play. If all players habe their 200 units and all of them are fighting, mayve the speed is betwéen 0.8x and up to 1.5x, but is still playable and enjoyable. And, that situation occurs a few times. The regular play speed is on 2.9 to 3.5x.
A, and take in concideration to move a lot of units and play a lot of sounds, the game take a interesting amount of CPU. some lag aren't problem of the servers, is problem of your machine.
@DalisonCPU
Sorry for the problem.
I should document the multiplayer architecture of SoundRTS, but it's possible to summarize it into one word: (deterministic) lockstep.
Deterministic lockstep – a P2P implementation where only inputs are sent to all other players and synchronized in a “locked step” (i.e., synced for the same simulation tick all at once), and determinism on each client ensures that they all stay at the same state. This system is inexpensive and secure, but with complex determinism. (source: https://blog.unity.com/technology/choosing-the-right-netcode-for-your-game )
Pros:
Some cons:
There are some potential improvements to SoundRTS multiplayer though:
Deterministic rollback – an enhancement of deterministic lockstep where clients forward-predict inputs while waiting for updates. This setup is more complex but enables a more responsive game than lockstep. It’s relatively inexpensive and secure, but with very complex determinism and simulation. (source: https://blog.unity.com/technology/choosing-the-right-netcode-for-your-game )
@sanslash332
Thanks for the stats!
@soundmud your welcome!
The improvements sounds good, and really aparentli the better two enansements on that list are
But well; i Love how this game continues with updates despite all the years that it has. Thanks Soundmud for that.
In online matches, the game has a lot of lag. It takes more than 5 seconds after executing a command. I think you guys should work on some method to reduce this problem a bit, as the game is very good, but this delay makes the matches very boring. I don't know how it's done, but I believe that at every step of the animals, sounds are sent from the server. They should basically be walked by the customer. The server's task would only be to define the destination square.