A game can last an hour sometimes which means that the total calculations per game can be up to: 48 million. Each bullet/damage calculation requires at least 4 steps (accuracy calc, penetration calc, damage calc, criticals/deaths calc). That's 200,000 bullets to calculate per minute. Just a rough extreme example: Imagine a 4v4 which means 8 players times popcap at 250 units with each unit able to shoot like 100 bullets per minute. AI are usually capable of heavy spamming which means there are hundreds of units to keep track of, their exact state, location, etc. Large AI games will usually lead to desyncs because of the pure amount of calculations every single computer that's in the game need to keep track of and stay in sync with one another. So even if your personal computer/network connection is strong enough it doesn't mean everyone else is. Never lag or desync at unlimited on Ultra on our super computers.Despite switching to steam support, COH still uses P2P match making which means the game essentially hosted on EVERY computer in game. Originally posted by Little Black Duck:There weren't dedicated servers, CoH has always been Peer-to-Peer. There are ways to use Windows to change the affinity, but I use Process Lasso to do it. I think that I have reduced the lags and desync's caused by slight processing time differences between players' CPUs where the threads would be waiting for multicore completion. I haven't completely eliminated desync's but they are rare now. I have assigned the game's (RelicCoH.exe) affinity to only 3 full cores (0,2,4), not hyperthreads and it in fact runs better. My CPU is a four core i7 with Hyperthreading. I have reduced the number of desync's my group gets by giving CPU affinity to at first 2 and now 3 cores instead of all 8. When CoH was released, dual-core CPUs were only very new. I will repost here also what I have posted in "How to eliminate desync" : Never lag or desync at unlimited on Ultra on our super computers. There weren't dedicated servers, CoH has always been Peer-to-Peer.
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