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- CARMAGEDDON MAX DAMAGE PC BOTS ON MULTIPLAYER FULL
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The more data which is sent, the less reliable it gets. Games need the data they send over the network to be reliable.
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You can't forget syncing up the damage either as things like missing limbs, blood levels and health levels would cause the local simulations to differ between players if they weren't synced up properly. You also need to sync the ped's AI state, rotation, which animation they're playing and the animation frame time to start, then if it's in ragdoll you also need to sync the positions, rotations and velocities of all the rigidbodies which it's made of. Of course just position and velocity won't cut it for peds. These are, of course, naive calculations without any clever data packing optimizations but it's to highlight just how much of a problem peds in multiplayer are.
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If they culled the amount of peds synced per frame to about 100, which is a reasonable number, though not worst case, for only syncing the peds near players, then it would still be 144kb/s which is still really high for a game, especially when the server will need to send this data 5 times each frame in a full lobby game. That's also ignoring all the other data the game needs to send to sync game state, events, cars and other physics objects.
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At 60 fps, the speed which people demand these days, it's over 1mb/s which is more than the peak download speed of my connection and over 3 times the peak upload speed and I know a lot of people with worse connections than myself.
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Games which seem to do that have very complex engineering solutions to make it look like they do but in actuality they are only syncing a small number each frame and using client side prediction to fake the rest.Įven syncing 800 peds (average amount of peds for a level) with just the "basic" position and velocity data which you suggest is all they need at only 30 fps requires over 500kb/s, which is a crazy amount of network data for a realtime game to send over the internet. Impacts from peds have a very tangible effect on the cars' handling so if peds were included in MP then they need to be exactly synced up between all the players or else players will seemingly have their cars react to invisible impacts when seen from another player's perspective.Īnd no, modern internet speeds do not allow for thousands of NPCs to be synced up over the internet.
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It does not track all the peds in the game at one time locally, let alone sync them all between players over the internet.Ĭarmageddon has an exact finite number of peds which all exist in the level at one time and the game keeps track of them all. Saints Row uses the same method of handling peds as GTA: only a handful exist at a time and are spawned as needed and removed when not. Just look at the Saints Row multiplayer, it have many npcs and vehicles and it's all synchronized between players. If you need to synchronize every object in the game to keep it in sync, that means game just have bad multiplayer optimization.
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It's not very accurate, but much better then remove peds at all. Originally posted by EvilZoMBiE C:UN:T:actually you do need to sync all the physics, as peds effect players, so everything needs to be inline, else network ♥♥♥♥♥♥♥ occurs and game desyncsNot really, you can calculate ped effects locally.
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