Should EQEmu be doing this?
I play on the "Dark Chaos Reborn Server" now under the name "Forever Hacking" ;)
Just wanted to point out that some nasty lag spikes occur when the server(s) caters for over 14 individual users. I remember 5 years ago, when I still used dial up, running a UOX server emulator and my bandwidth being more than enough to accommodate 14 users. I stopped playing official EQ just after velious went gold so I don't know what changes they made regarding net code. Is current EQ really this bandwidth hungry? Or is there some other cause (like these forums running off the same line)? I posted here because it's not really a bug and it can't contribute that much to development as the lag is already evident. |
EQ needs a lot more bandwith than UO.
All UO stuff was in 2D. EQ is in 3D. Tahts the main point. |
=)
Ultima Online had 3 axis just like Everquest fyi =)
Those coordinates were updated regularly in order for combat detection to be accurate. As far as I know rendering is done client-side in Everquest so that shouldn't cause net lag. |
Part of rendering is done client side. Thats why you have to change clip-plane, reduce spell effects ...
|
Odd. I'd have thought all rendering was done client side. All the server should, ideally, do is tell the client which entities to render. =/
So what rendering is done server-side? |
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