top | item 9915046

(no title)

10098 | 10 years ago

I suppose it could help somewhat (at least the client wouldn't have to keep that huge world in memory), but now you have to deal with sending input to a remote server over an unreliable connection, and also being able to steadily render and compress about 180mb of data per second on the server side, and get it back to the client within a second to achieve 30fps @ 1928x1080. I think this will definitely be noticeable (I remember experiencing a noticeable delay with OnLive even though the connection was pretty good).

The real solution would probably be finding an effective way of dealing with memory on the client side. I don't know what the state of the art in javascript land is but big environments like this are better streamed from disk into memory portion by portion rather than putting it there all at once (i'm pretty sure there is no standard api that lets you do something like this).

discuss

order

z3t4|10 years ago

There's a few optimizations techniques that you can apply, like sorting.

You keep track of all the points the player is currently looking at, and sort them. Then when the world state is updated, the server check all clients whether to send the new update or not.