Of course if there are other users at your home using high bandwith like video or even some games then that would impact as well. the community (q3 veterans) wanted a more q3-ish game and the patches delivered it. I'd be willing to bet it's mainly that but it could also be that in MP there are probably going to be more units in total in the game so the PC has more to calculate.īest experience would be host to be most powerful PC on best Internet connection with no body else at that site streaming youtube or Netflix etc nothing new, raven did a sloppy job with the multiplayer, boring player modells, no offline bots, high performance pcs needed, bugs at release, id tech 4 engine appeals not as good as id tech 3. So their outgoing internet speed will be important AND how much internet traffic is going through that link. Both their PC performance and the outgoing bandwith of their internet connection. Usually most home internet plans are much faster download to upload.Īnyway, the question that comes to mind that wasn't clear in your post was are you hosting? It seems like you are suggesting someone else is? That would be the most likely cause of the lag.Įveryone else's experience will be determined mostly by the performance of the host. It would be nice if I could at least rule out some of these, so I can listen to music or leave graphics settings at a tolerable level.Īnyone have ideas for things I can try? I have heard it can work best for the slowest player to host the game, is this true? I’m going to try it from Linux too, who knows.Ĭlick to expand.50Mbps up - really?! I'd be surprised if a standard home internet had that upload speed in reality. I’ve tried freeing up as much of these resources as I can, but I can’t tell if it makes any difference since it’s so random in the first place. Looking at system resources, I’m not anywhere near maxed on CPU, memory, or network. I can’t even figure out if it’s CPU-bound, GPU-bound, or network-bound. It only supports peer-2-peer connections - it doesnt allow you to connect to existing servers hosted in the internet. Internet is wired, 40 Mbps down, 50 Mbps up. And its EASY Its great for casual players that want to experience Quake Very well done But the multiplayer is a bit flawed - and its ok, its not the focus of this rerelease. I have a pretty good PC - Windows 10 64-bit, 8 GB RAM, AMD Phenom II X4 965 3.4 GHz, AMD Radeon HD 5850. This is even in 1936, it’s not a late-game thing. But it is not consistent, sometimes I run fine at speed 3 or 4 for a while, and all of a sudden it won’t even run at speed 2. But in multiplayer, I am always the one lagging and bringing the game speed down. This is coming from my personal experience, I have tried doing this myself, it’s not worth the time especially in Roblox.The game runs great in single player, albeit with late-game slowdowns like everyone. Climbing, Swimming)Īlso, why are you trying to create a custom replication system when Roblox already does it for you? They use way less data since it’s built-in.Īll this entity interpolation and lag compensation is complete non-sense and probably not worth the time, start smaller instead of starting bigger. 30,664 234.82MB No Screenshot Multiplayer Sabot a10 It rises again from the grave to forever taunt me. Humanoids are actually not that bad, a lot of developers think they’re bad because of their physics and how the server handles them, some devs even try convincing others to not use them, you can just disable useless states. Patches Quake 4 v1.3 Full Patch (Windows) This update includes a host of new and community requested features such as: more agile player movement, weapon balance adjustments, a singl. Use part.CFrame = part.CFrame:Lerp(newCFrame, math.min(deltatime * 10, 1)) This shouldn’t cause “jitterness” unless if you’re not using lerp/interpolation along with DeltaTime for server hitboxes. You can create a invisible part that is the model’s size using the server and make clients create the visual model who are welded to the invisible part created by the server for them.
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