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Hud Dorph

Network optimizations

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From latest sitrep, this is very interesting - perhaps there are still hopes for large heavy scripted missions.

A small tag team consisting of Senior Designer Jiří Wainar and Senior Programmer Lukáš Gregor has recently investigated and optimized a specific area of the game's netcode. They focused on data transferred as variables via scripting, such as arrays, groups and nils. Jiří explains: "During the development of MP features introduced with Marksmen DLC - Dynamic Groups, Revive and Shared Objectives - we took a closer look at some parts of our MP code. We were concerned about the size of the data that are being transferred. We wondered if we could actually reduce the size of some of the data types that we felt were simply too large. As a result, with the new optimizations in place, we managed to reduce the size of data being transferred to on average ~35% of the original size (depending on the data type and situation).

In parallel, we also started a series of long-term tasks focused on further network optimizations, both in engine and in scripts. So, if you are interested, stay tuned for more detailed info in future OPREPs."

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Anything that removes the red/yellow chain has got to be a 'Good Thing TM'

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There is a direct link between client performance and the amount of data they have to receive and process, the less overheads the better!

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Let's hope so. Last time there was 'optimization', we ended up with loads of objects being indestructible and event handlers not working on them. It was more of a 'nerf some features' than improve the netcode.

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Optimisation from BIS often means us getting much closer to our bandwidth allocations at the end of the month than the last patch :)

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