Below is a screenshot of a "what if?" scenario (direct CSA attack on the town itself).
There really was no noticeable difference in server performance from the client's point of view (naturally client fps is affected by a higher numbers of players to render and play animations of) at 150 players than, say, 50 players. This is due to a number of netcode optimizations as well as tweaked interpolation settings.you guys have truly gone mad. is the netcode pretty good with like 90 players? because not even Battlefield does that, ARMA 3 does all right at 90. pretty sure people would pay for a netcode template in the marketplace or as a standalone plug-in or something, and also for UE4 marketplace.
We do use the standard network code indeed - but quite heavily modified now. Our servers are limited to 30 fps but will drop down to roughly half of that when under heavy load.Do you use a standard network code? What is the server tick rate? The total load on the CPU and RAM?
Best Regards, Ilya
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