1 |
[q]1. So FPS is drawing frames per sec?[/q]
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1 |
[q]1. So FPS is drawing frames per sec?[/q]
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2 |
yes
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2 |
yes
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3 |
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3 |
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4 |
[q]2. Sim frames equal for all players, draw frames could be different?[/q]
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4 |
[q]2. Sim frames equal for all players, draw frames could be different?[/q]
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5 |
yes; if you can't run 30 simframes per second you will start to fall back.
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5 |
yes; if you can't run 30 simframes per second you will start to fall back.
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6 |
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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]
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[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]
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8 |
"Server lag" and "personal lag" are kinda not very useful terms.
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"Server lag" and "personal lag" are kinda not very useful terms.
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9 |
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9 |
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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.
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11 |
\n
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11 |
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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.
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13 |
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13 |
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14 |
The other kind of "lag" then is the simulation compute cost, see previous answer. But this is also "personal".
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14 |
The other kind of "lag" then is the simulation compute cost, see previous answer. But this is also "personal".
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15 |
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15 |
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16 |
[q]4. Sim frame rate and lag depend mostly on network and CPU, while draw frames (FPS) depend on GPU?[/q]
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16 |
[q]4. Sim frame rate and lag depend mostly on network and CPU, while draw frames (FPS) depend on GPU?[/q]
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17 |
yes
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17 |
yes
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