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Catch up Impossible

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20 days ago
Can someone tell me why when I lag out and rejoin, I have to go through the entire game again? It takes like 15 min to go thorough 1.5 hours of gameplay before I can actually play again. Why can't we just jump to the latest moment instead of going through everything again?
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20 days ago
yeah, wish i knew too. I feel like it's the way games are recorded in spring rts
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Its a lockstep engine, most or all of the data that is exchanged between clients are the commands that players give to their units. Everything else is simulated locally. There never is a definitive gamestate that could be downloaded that would allow you to jump in at a specific point in time.

The reason this is done so is among other things the sheer amount of data that would have to be sent to do it any other way.
+2 / -0
in other words: no. unfortunately this is a build-in feature.

you "could" maxzoom in to a place with no action and also disable luaui and re-enable when you are at the specific timecode. this saves both calculating power and should speed up the simulation

type ingame in chat
/luaui disable
/luiaui enable

=> could this be done by default or a button?
+0 / -0
I was told to just get the fastest pc one can find
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18 days ago
Catching up should be mostly CPU bound I think and a lot of stuff will run single threaded. CPUs has basically stopped increasing the clock speed because it has diminishing returns compared to adding more cores on the CPU.
I think it is rare that Spring uses more than 8 GB of RAM so I'm not sure having more than 16 GB RAM helps unless you have a lot of other applications running.
Closing the browser can surely help since those tend to hog up all the RAM they can get their hands on. :-P
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18 days ago
Maybe RAM write and read speed is the bottleneck when you want to catch up fast, but I'm not convinced it matters that much.
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18 days ago
The game engine needs to fast-forward from the beginning to reach the present. Making checkpoints would be a solution, but it's really hard. That's because it would need to save every tiny detail exactly, or your version of the match could end up different from everyone else’s. For the Spring engine devs, I imagine the difficulty comes from how to account for every little detail, without breaking the game, or making the game simpler just to achieve this
+1 / -0

18 days ago
Would it be possible to switch off the majority of the graphics while catching up? But then I'm assuming the cpu is the main bottleneck, so that probably won't help much?
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18 days ago
How hard would it be to atleast introduce open coop games, where people can join after the game has been started. Start with or without a new commander where otherwise other people share units to the newly joined player.
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