View Full Version : Increasing Server player limit
Mogyoro15
09-30-2019, 10:24 PM
It’s been a while since the limit has been raised, and even longer since the 200 player stress test. Will the player limit be raised soon? Or perhaps with the release of artillary will more server slots be added?
Ghost30
10-01-2019, 12:21 AM
I agree we need more people per server but it might not be possible without sacrificing performance
Lord Drax
10-01-2019, 03:58 AM
The devs stated in the past that once artillery is implemented that they would most likely resume testing of 200 man servers...
Maximus Decimus Meridius
10-01-2019, 05:52 PM
let them fix the desync first.
I am tired of getting stabbed from 5 meters away.
step by step ;)
TrustyJam
10-01-2019, 06:04 PM
let them fix the desync first.
I am tired of getting stabbed from 5 meters away.
step by step ;)
There is no way to fix the latency or “desyncing” tied to the server performance other than to gradually improve our server code (and not add things such as a higher population cap for instance).
This is a process that will take years - it will never be entirely “fixed” unless we basically remove all player interpolation which will result in stuttering and teleporting players instead of the current smooth, but “desynced” (they aren’t desynced, they are behaving accordingly to the code) ones.
It basically comes down to how much you want the client to smooth the movement of a player between two points of which the server gives you the location of the player. Smooth it a lot and you of course get nice and steady movement but at the cost of precision as its not tied to anything else than the two location points given by the server or don’t smooth it and you will only have said two location points (when the server is under heavy load) meaning the character will simply teleport from one point to the next. He’ll be at as close to the real position as possible (as latency to the server allows) though but at the cost of smoothness. This is commonly known as “lagging”.
It’s a question of balancing these two things so you get just as much client calculated smoothness as the performance of the server require in order to look good but not overly much where you sacrifice too much precicion.
- Trusty
Deckhart
10-01-2019, 06:34 PM
There is no way to fix the latency or “desyncing” tied to the server performance other than to gradually improve our server code (and not add things such as a higher population cap for instance).
This is a process that will take years - it will never be entirely “fixed” unless we basically remove all player interpolation which will result in stuttering and teleporting players instead of the current smooth, but “desynced” (they aren’t desynced, they are behaving accordingly to the code) ones.
It basically comes down to how much you want the client to smooth the movement of a player between two points of which the server gives you the location of the player. Smooth it a lot and you of course get nice and steady movement but at the cost of precision as its not tied to anything else than the two location points given by the server or don’t smooth it and you will only have said two location points (when the server is under heavy load) meaning the character will simply teleport from one point to the next. He’ll be at as close to the real position as possible (as latency to the server allows) though but at the cost of smoothness. This is commonly known as “lagging”.
It’s a question of balancing these two things so you get just as much client calculated smoothness as the performance of the server require in order to look good but not overly much where you sacrifice too much precicion.
- Trusty
Never realized this was the case, makes sense; Thanks for the clarification.
Mark L. E. E. Smith
10-01-2019, 07:05 PM
There is no way to fix the latency or “desyncing” tied to the server performance other than to gradually improve our server code (and not add things such as a higher population cap for instance).
This is a process that will take years - it will never be entirely “fixed” unless we basically remove all player interpolation which will result in stuttering and teleporting players instead of the current smooth, but “desynced” (they aren’t desynced, they are behaving accordingly to the code) ones.
It basically comes down to how much you want the client to smooth the movement of a player between two points of which the server gives you the location of the player. Smooth it a lot and you of course get nice and steady movement but at the cost of precision as its not tied to anything else than the two location points given by the server or don’t smooth it and you will only have said two location points (when the server is under heavy load) meaning the character will simply teleport from one point to the next. He’ll be at as close to the real position as possible (as latency to the server allows) though but at the cost of smoothness. This is commonly known as “lagging”.
It’s a question of balancing these two things so you get just as much client calculated smoothness as the performance of the server require in order to look good but not overly much where you sacrifice too much precicion.
- Trusty
I think you're in quite a unique position with WoR compared to ther fps games. WoR will inherently always be smoother than twitch shooters thanks to lower character speed - particularly the lack of fast strafing. For example, running zig-zags (and to a lesser extent, jumping) is commonplace in shooters to throw off aim and mess with hitboxes, where the aim and kill happens in split seconds. Those games have to find a much finer balance between smoothing and real position. With the time it takes to steady an aim in WoR coupled with the less frantic character movement, I've never been annoyed by the lag that can ruin other fps experiences.
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