DarkOddity,Aug 16 2006, 11:28 AM Wrote:I am 1,000% sure that the thrusters are helping cause lag. Let me explain further.
Thrusting causes lag due to the fact that when the AI continues to rapidly do it in extremely random patterns (Completely unlike player behaviour, which is much more conservative) the server has to try to compensate by sending out to every player in that system these jumps in distance and changes in direction. This causes lag because they are not constants. For example, if the NPC ship is moving within its minimum and max speeds that the game understands perfectly, there is no issue. However when you add a strange item that the AI is not equipped to handle (Capital ships) the AI responds to them in the forementioned way. This causes extra lag on the server, making latency worse.
I noticed this because every time I am in a fight with the AI (fighters specificly) and there is another person in the system, the server begins to lag once the fighters begin their "Thrust" compensation because they don't understand the dimensions of the ship I am in and the fact that I am sitting still.
You just killed your own arugement.
Freelancer Server does *NOT* work in this fashion. 99.9% of the CPU processor work is done client-side. They stopped making the game servers do it all a long time ago. Only time the server lags is when you have 20 plus people in the *SAME* System.
When you have multiple AI's shooting at you, and you see lag, it's almost ENTIRELY LAG on the client side. Never the server, otherwise EVERYONE would experience the same lag.
Rule of thumb:
1) IF you can see lag, and others can't, it's client side.
2) If you see lag and everyone else has lag too, it's server and/or everyone's connection
3) If no one sees lag, and it's just you, you're delusional (just kidding).
FLServer only provides *UPDATES* to the clients, making sure everyone's syncronized. Otherwise, the clients do all the hard work. If it worked the way you described, the bandwith would break 50GB per week, and we're slowly creeping up to 1GB right now (I started monitoring about 3 days ago.. trying to see how much bandwith is used per month).
Battlefield 2 Servers are more bandwith-intensive cause the servers provide:
1) Map
2) Kill ratios
3) Scoring system
and 4) Client updates
Freelancer only provides:
1) Updates
2) Syncronizing
The client does the rest of the work.
The netcode has nothing to do with this. Unless you've figured out how to convert the Freelancer DLLs into their original source code (Which BTW is very illegal in the United States) I don't buy this.
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