Pulverizer 1 Posted July 17, 2011 You cannot skip updating non-LOS entities in a game like Arma. Such uncertainty would render lots of client-side scripting, triggers and AI useless. Everything would have to be made server-side, and that's not how Arma works. Share this post Link to post Share on other sites
gossamersolid 155 Posted July 19, 2011 If everything was serverside, it'd be much worse than it already is IMO. The server already gets low enough FPS the way the engine works right now. I thought I'd chime in about locality of AI and performance effects of it. People are right in saying that AI is local to the player and his machine, but if people are saying that AI local to a player has no performance effect of other players and the server, they are dead wrong. Through testing with my friend, we realized that any object on the map, regardless of who it's local to, will reduce performance across ALL clients and the server. This means one player can have 50 AI local to himself, but the other player and the server who have nothing local to themselves will still be hit by the performance requirement. Keep that in mind. Share this post Link to post Share on other sites
daikan 1 Posted July 19, 2011 Just a friendly reminder before this thread gets sidetracked: The original topic is not about performance issues (client/server FPS and such) but rather about the netcode and specifically how to improve overcoming unwanted effects caused by network lag. I understand that lag can be caused by performance issues on the server but IMHO this is a completely different matter (e.g. scalability of server performance etc.). Btw thanks all for contributing to the discussion - some very interesting points have been made so far but nonetheless I think a lot is still based on speculation about the status quo - I wish some BIS developer would chime in to enlighten us (and keep the discussion focused)... Share this post Link to post Share on other sites