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A button to skip catch up in a game

23 posts, 1384 views
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20 months ago
Lots of times I want to catch up to a game that's going on for lets say 1 hour, but even with the catch up speed it takes atleast 10 minutes or even more. If you crash mid game in a long 1 hour big team game you would want to rejoin back very fast to not miss anything.

I suggest adding some skip catch up button? So that you don't have to wait to catch up.

I'm not good with coding so I'm not really sure if this is a complicated thing or not.
+7 / -0
20 months ago
It may not be possible, it's the way the game engine was designed...
😑
+5 / -0
As best I understand it, your computer has to playback the entire game to date to understand what the current game state is, so the catch up cannot be eliminated entirely. Your computer doesn't have to show you the game while it is being played back, so some time savings are probably possible. You can get at least some of the way to this manually; type "/luaui disable" or some such, and zoom in to a corner of the map so you aren't looking at the entire battlefield.

(Possibly the above is out of date, at least theoretically; there have been advances in save/load technology over the last few years that I have not kept track of. However, you would have to get the save file from somewhere, and unless the save/load technology is very polished trying this in a large game sounds like a recipe for desyncs.)
+10 / -0
20 months ago
How about saveing some kind of keyframe every 10 min and go from there?
+6 / -0

7 months ago
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+1 / -0
I'm not aware of anything having changed on a technical level since my last post. I suppose I don't keep up with all the changes in the BAR Recoil engine, but I would not be optimistic. The engine is fundamentally put together in a way that makes this very difficult.
+3 / -0


7 months ago
quote:
How about saveing some kind of keyframe every 10 min and go from there?

Technically not impossible, but very technical to make possible.
+1 / -0
Recent save/load advances mean that a "keyframe" system might even be quite doable.

BUT:
ZK server doesn't simulate the game so it can't make a keyframe. Making a keyframe can't really be done over time so would produce noticeable freezes for whoever is doing that (no server -> would have to be done by players) so I wouldn't even want to enable the feature if it existed. Better to fix the crashes in the first place.
+5 / -0

7 months ago
quote:
Recent save/load advances

So engine features, nothing that has to be custom-sewn through each unit?
+0 / -0
7 months ago
quote:
Making a keyframe can't really be done over time so would produce noticeable freezes for whoever is doing that (no server -> would have to be done by players)
You could probably implement the feature without a performance degradation if you would throw memory and threads at it. The engine does not seem to use that many threads anyhow, so the only issue might be a large memory usage than today.

That being said, I also think fixing crashes and desyncs is smarter than trying to implement the "skip catchup". But in the end it depends exclusively on whoever works on the engine - if they feel "skip catchup" is more important, it might get implemented ...

+1 / -1
You could setup an optional create-'keyframe'-event during a pause. Which would pick a person 'at random' to make it and upload it. Thus allowing a reconnect to happen much quicker. For specs you could have other spectators making it. This would also allow a more smooth replay experience by showing off plays and bugs and stuff without having to endure the entire stream of inputs.
+3 / -0

7 months ago
I mostly try to zoom into some corner where nothing on fight is going on.
On my subjective perception it catches up faster because all the explosions and unit rendering is not needed on my screen... but never tried the catch up again without zooming in for obvious reasons if you want to play. :-)

Maybe it would be worth a try? :-)
+1 / -0
7 months ago
Zooming into a quiet corner or the map does increase catch-up speed - for me about 25% faster.
+0 / -0
5 months ago
Chomolungma is capable of writing normal sentences?? Whaaaaaaaaaaaaaaaaaaaaaaat
+0 / -0
5 months ago
Is catchup speed entirely dependant upon internet download speeds, or also upload speeds ? ( My upload speed is 0.3M bits.. )
+0 / -0

5 months ago
cpu speed determines, how fast your simulation runs
+0 / -0
LUA UI is a big resource hog. A button that removed everything that is not needed to catch-up would be great.
+3 / -0

5 months ago
USrank123vtemp
Interesting! Have you tested this?
+0 / -0

5 months ago
Do "/luaui disable" as Aquanim suggests, and see how it goes.

I am tempted to try that if I find myself on my old PC and falling behind the server, even without a disconnect first. ;)
+0 / -0
5 months ago
The solution is very simple...
Just when compiling this game toggle MT for multi core compiling so the game uses more cores with all benefits.
Guess i am a genius. ;'-)
+0 / -0
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