Difference between revisions of "Talk:Dedicated Servers"

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[[User:radar]] - 24 Jun 2015
 
[[User:radar]] - 24 Jun 2015
  
:Sans ''any'' citations, and not really being a "dedicated server" issue, I do wonder if this section belongs belongs on this page. As a guy who's done AAA multiplayer game programming for a little over a decade, the "issue" wouldn't be that the server is calculating updates to clients, but that clients are trying to simulate the entire game world the same way that the server does. This is actually pretty conventional for games with smaller play areas, because allowing the client to locally simulate movement provides better handling of subtle position and velocity changes that would get lost by interpolating between lower-framerate snapshots (e.g. smoothens parabolic arcs and prevents penetration through corners and other moving collidable physics objects). More importantly, this is not an issue that would be addressed by making any code or lifestyle changes on the server. If the client decides it's going to try to simulate the entire world, the server can choose to send deltas or not, but the client is going to spend that CPU time. The wording of the section makes it sound like the causes and effects are guesses by random players on the internet, and not developers who have examined the source code that's freely available on GitHub[https://github.com/KeenSoftwareHouse/SpaceEngineers]. It would probably be better to move this section into [[Multiplayer]] and reword it to describe that clients on more modest PCs are likely to suffer lower sim speed that the server, on well-populated or higher-end servers. --[[User:Indigodarkwolf|Indigodarkwolf]] ([[User talk:Indigodarkwolf|talk]]) 21:24, 15 January 2017 (UTC)
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:Sans ''any'' citations, and not really being a "dedicated server" issue, I do wonder if this section belongs belongs on this page. As a guy who's done AAA multiplayer game programming for a little over a decade, the "issue" wouldn't be that the server is calculating updates to clients, but that clients are trying to simulate the entire game world the same way that the server does. This is actually pretty conventional for games with smaller play areas, because allowing the client to locally simulate movement provides better handling of subtle position and velocity changes that would get lost by interpolating between lower-framerate snapshots (e.g. smoothens parabolic arcs and prevents penetration through corners and other moving collidable physics objects). More importantly, this is not an issue that would be addressed by making any code or lifestyle changes on the server. If the client decides it's going to try to simulate the entire world, the server can choose to send deltas or not, but the client is going to spend that CPU time. The wording of the section makes it sound like the causes and effects are guesses by random players on the internet, and not developers who have examined the source code that's freely available on GitHub[https://github.com/KeenSoftwareHouse/SpaceEngineers]. It would probably be better to move this section into [[Multiplayer]] and reword it to describe that clients on more modest PCs are likely to suffer lower sim speed than the server, on well-populated or higher-end servers. --[[User:Indigodarkwolf|Indigodarkwolf]] ([[User talk:Indigodarkwolf|talk]]) 21:24, 15 January 2017 (UTC)

Latest revision as of 21:25, 15 January 2017

Hey!

I have opened up a the section "Common Problems". I saw that everything else on the page is taken from the official documentation and what I wrote is only what I got from personal knowledge of helping to run a multiplayer server and what I researched from other players and from varying resources over the net. It is hard to back that up like with links. But I think it is very important to have some sort of central space to gather information about stuff like that, like the wiki here. It took me at least quite some time to find that stuff. I'm writing these line here because I'm not sure how far the rules of like wikipedia are in effect here in the wiki and fearing someone calling me out on my references.

User:radar - 24 Jun 2015

Sans any citations, and not really being a "dedicated server" issue, I do wonder if this section belongs belongs on this page. As a guy who's done AAA multiplayer game programming for a little over a decade, the "issue" wouldn't be that the server is calculating updates to clients, but that clients are trying to simulate the entire game world the same way that the server does. This is actually pretty conventional for games with smaller play areas, because allowing the client to locally simulate movement provides better handling of subtle position and velocity changes that would get lost by interpolating between lower-framerate snapshots (e.g. smoothens parabolic arcs and prevents penetration through corners and other moving collidable physics objects). More importantly, this is not an issue that would be addressed by making any code or lifestyle changes on the server. If the client decides it's going to try to simulate the entire world, the server can choose to send deltas or not, but the client is going to spend that CPU time. The wording of the section makes it sound like the causes and effects are guesses by random players on the internet, and not developers who have examined the source code that's freely available on GitHub[1]. It would probably be better to move this section into Multiplayer and reword it to describe that clients on more modest PCs are likely to suffer lower sim speed than the server, on well-populated or higher-end servers. --Indigodarkwolf (talk) 21:24, 15 January 2017 (UTC)