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by setr
1852 days ago
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I don’t think graphics rendering is really the problem — worst comes to worst, you just reduce graphical fidelity — and regardless, rendering 300 AI characters roaming around is clearly doable, and it’d be the same with viewing real players. It’s a client-side problem, and doesn’t have to really scale much with player count (Stadia’s main pitch was that you didn’t need high end PCs to play AAA games — not that it would enhance games’ ability to play online) The hard part is dealing with 300 players communicating simultaneously with random delays and state changes, in an environment that doesn’t really handle delays very well (a text chat can be 10s late and no one cares. A character moving can only be a frames late before interpolation becomes obvious, and you start teleporting people around). And tracking the state changes across users and passing them around tends to add up, causing further delays. Of course, you could always change the game model itself too. RuneScape & Maplestory trivially enabled large groups of players simultaneously (pretty sure you could easily find places with 200+ players visible and active). Runescape was basically turn-based and ran like 1 turn a second, so much larger room for delays. Maplestory capped actual active play to relatively few players, but enabled large quantities in towns acting as glorified visual chat rooms — which solved 90% of the feeling of being in a large community. The Maplestory strategy I think nearly every MMO implements. |
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actually, runescape still has 0.6 sec ticks. it has become part of the meta-game to input commands at exactly 0.6 second intervals for optimal efficiency, and is basically mandatory for high-level pvp combat.
https://oldschool.runescape.wiki/w/Tick_manipulation https://runescape.wiki/w/Tick_manipulation