Author Topic: [Solved] Frames per second drops on a very fast computer  (Read 1860 times)

Offline Cintia

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[Solved] Frames per second drops on a very fast computer
« on: December 03, 2009, 06:04:12 pm »
I'll keep it simple:

1 fast computer (host) + 1 slow computer.

1) Can the slow computer influence the frames per second of the fast computer? (Some kind of sync/waiting for eachother?)

2) Can network problems on 1 computer influence the frames per second on another computer? (Same)
« Last Edit: January 13, 2010, 05:41:18 am by Fiskbit »

Offline dumpsterKEEPER

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Re: Frames per second drops on a very fast computer
« Reply #1 on: December 03, 2009, 06:08:59 pm »
Yes, the slow computer will affect the faster computer.

The high level description of why that is: in order to synchronize all of the game events, all of the clients are kept in lockstep. Essentially it's a deterministic simulation that is executed in parallel on each client computer. Therefore, if one client takes longer to complete a "turn" for the simulation, all of the clients will be held up waiting for the slow client to complete. This is the general method that the majority of RTS games currently utilize.

Offline x4000

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Re: Frames per second drops on a very fast computer
« Reply #2 on: December 03, 2009, 06:11:47 pm »
Yes, as with all rts games pretty much. The games are run in synced simulation mode, and so must stay with 200ms of one another. If you are having lag issues and need to increase the latency period, you can use the network+- to do so. That is ctrl+-, I think. Or, if the slower machine is unable to keep up because of graphics, those can be turned down in settings, or the fram skip option can be used ([ and ]) on the underperforming client.

If it is the simulation is bogging down the CPU, then there is not a whole lot that can be done -- turning down graphics on the underperformed can still help, but it depends on how bad the CPU is lagging behind.

Hope that helps!
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