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Improved (tracking) unit marker widget

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Date Editor Before After
8/30/2022 2:53:35 PMEErankAdminAnarchid before revert after revert
Before After
1 [q]1. So FPS is drawing frames per sec?[/q] 1 [q]1. So FPS is drawing frames per sec?[/q]
2 yes 2 yes
3 \n 3 \n
4 [q]2. Sim frames equal for all players, draw frames could be different?[/q] 4 [q]2. Sim frames equal for all players, draw frames could be different?[/q]
5 yes; if you can't run 30 simframes per second you will start to fall back. 5 yes; if you can't run 30 simframes per second you will start to fall back.
6 \n 6 \n
7 [q]3. Server lag and personal lag are 2 different things? If server lags, it can't do 30 sim frames per sec, so game is slower for all? If a person lags, his CPU cant do 30 per sec?[/q] 7 [q]3. Server lag and personal lag are 2 different things? If server lags, it can't do 30 sim frames per sec, so game is slower for all? If a person lags, his CPU cant do 30 per sec?[/q]
8 "Server lag" and "personal lag" are kinda not very useful terms. 8 "Server lag" and "personal lag" are kinda not very useful terms.
9 \n 9 \n
10 Server is most of the time an instance of `spring-dedicated` and does not run any simulation at all. Each and every client runs their own instance of the game world, and injects player commands into this simulation every simframe. 10 Server is most of the time an instance of `spring-dedicated` and does not run any simulation at all. It just relays packets between each client. Then each and every client runs their own instance of the game world, and injects player commands into this simulation every simframe.
11 \n 11 \n
12 The closest meaningful thing related to "server lag" is perhaps the communication lag, that is, how much time it takes for your network to transport your commands to the server, and for the server to transmit the other players' commands to you. This is kind of personal though: it does not depend on the server but on the connection between you and the server. 12 The closest meaningful thing related to "server lag" is perhaps the communication lag, that is, how much time it takes for your network to transport your commands to the server, and for the server to transmit the other players' commands to you. This is kind of personal though: it does not depend on the server but on the connection between you and the server.
13 \n 13 \n
14 The other kind of "lag" then is the simulation compute cost, see previous answer. But this is also "personal". 14 The other kind of "lag" then is the simulation compute cost, see previous answer. But this is also "personal".
15 \n 15 \n
16 [q]4. Sim frame rate and lag depend mostly on network and CPU, while draw frames (FPS) depend on GPU?[/q] 16 [q]4. Sim frame rate and lag depend mostly on network and CPU, while draw frames (FPS) depend on GPU?[/q]
17 yes 17 yes