Author Topic: (MCS) idtech4 netcode rewrite progress updates  (Read 3919 times)

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oneofthe8devilz

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Re: (MCS) idtech4 netcode rewrite progress update
« Reply #15 on: November 16, 2015, 09:56:41 AM »
I did perform high latency tests with the BFG edition for research purposes and the game has issues with fast moving network-synced projectiles (bullets at 2000-11000 units per second for example) at high latency, where the projectiles start to playback impact effects while they are still flying in midair prior to impact...

I don't see how performing multiplayer tests on a BFG ListenServer with multiplayer player clients would produce any usable results for comparison since all player models have the exact same polycount unlike the variety in polycount and behaviour that ones gets with AIs...

The codebases and assets setups are simply too different for a comparison but if you would rewrite the BFG codebase to be cross-multiplayer compatible with a 1.3.1 server I could add in all the AI sync and MCS specific enhancements (such as light emitting networksynced projectiles) to the BFG build and we could perform a "per frame" direct comparison...

Performance wise there is some boost to be expected due to the GPU based skinning...

I did a similar assets network test scene back then with the UDK out of interest to see how that would roughly fare performance wise against the MCS setup and to my surprise the UDK build reached its limits way earlier then the MCS build...


In the UDK example going beyond 8 active AI characters with a client connected to a dedicated server, it will slow down the gameclient constantly below 30 FPS where as the MCS build can handle up to 20 AI characters at the same performance and setup...

... so I don't really expect the BFG Edition to perform much better at such a scenario (but I can't properly test it with the current BFG codebase)...
« Last Edit: November 16, 2015, 10:07:13 AM by oneofthe8devilz »
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BielBdeLuna

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Re: (MCS) idtech4 netcode rewrite progress update
« Reply #16 on: November 16, 2015, 07:11:10 PM »
I wonder how the coop is done, you could have the ai done in the server once it has received the clients player inputs and then send out the result of the monsters as if they where other players, then it should correspond to the client to interpret those "monsters inputs" as close as possible to how they react in the single player game.

oneofthe8devilz

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Re: (MCS) idtech4 netcode rewrite progress update
« Reply #17 on: August 28, 2017, 12:42:59 PM »
The Mayem... The Carnage... The Killing Spree...

...that is now possible in MCS multiplayer... 8)





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VGames

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Re: (MCS) idtech4 netcode rewrite progress update
« Reply #18 on: August 28, 2017, 04:00:17 PM »
Awesome.
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oneofthe8devilz

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Re: (MCS) idtech4 netcode rewrite progress update
« Reply #19 on: September 07, 2017, 11:18:33 AM »
-= MCS "PvPvE" High Octane Online Multiplayer Gameplay =-


-= MCS "PvPvE" High Octane Online Multiplayer Gameplay =-
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