03-29-2010, 02:33 AM
(This post was last modified: 03-29-2010, 02:52 AM by RKDmitriyev.)
And in yet another episode of the Desync Saga, today we had a lot of fun with five of us playing Pull the Plug (Killerbob's mission, apparently converted to WGL). And it had essentially zero lag from my perspective, despite the presence of 63 (!) groups and 12 triggers . Could be that we were only playing with 5 players, but I think we've played that one before with even more and it didn't lag then either.
Honestly I'm starting to think that the #1 desync factor is moving vehicles. Even in singleplayer you'll notice that performance takes a nose dive once tanks, or even worse, choppers start moving. Killerbob's mission had tons of infantry but basically only one continuously moving vehicle (a UAZ which took no part in the fighting). Besides that there was one friendly chopper at the beginning, and one enemy chopper (kudos to Osku for crashing that party with an RPG) and a BMP at the end. And by that time the tons of enemy infantry were mostly dead.
Then again my theory doesn't seem to account for why a few vehicle intensive missions, such as Marto's Operation Gorod and the Pilot Down mission seem to run okay. ??? Maybe I'll have to take a closer look at those.
EDIT: Taking a closer look at those, it could be that usually not enough vehicles move at once to lag things up. Perhaps in Marto's Gorod mission we get vaporized by the AH-64 before we can set off too many triggers. As for Pilot Down, now that I think of it, the one time I played it and we got along far enough to provoke T80s to move in, there also just happened to be massive lag problems--several people getting bumped off the server entirely, "no message received" boxes for me. Suspicious.
And I don't want to make it sound as though I'm always dragging my own mission into the conversation, but I can't help but notice that there are a total of 11 enemy vehicles and many of them could be moving at once. Again, suspicious.
Obviously there are other factors, but I really think vehicles are a biggie.
Honestly I'm starting to think that the #1 desync factor is moving vehicles. Even in singleplayer you'll notice that performance takes a nose dive once tanks, or even worse, choppers start moving. Killerbob's mission had tons of infantry but basically only one continuously moving vehicle (a UAZ which took no part in the fighting). Besides that there was one friendly chopper at the beginning, and one enemy chopper (kudos to Osku for crashing that party with an RPG) and a BMP at the end. And by that time the tons of enemy infantry were mostly dead.
Then again my theory doesn't seem to account for why a few vehicle intensive missions, such as Marto's Operation Gorod and the Pilot Down mission seem to run okay. ??? Maybe I'll have to take a closer look at those.
EDIT: Taking a closer look at those, it could be that usually not enough vehicles move at once to lag things up. Perhaps in Marto's Gorod mission we get vaporized by the AH-64 before we can set off too many triggers. As for Pilot Down, now that I think of it, the one time I played it and we got along far enough to provoke T80s to move in, there also just happened to be massive lag problems--several people getting bumped off the server entirely, "no message received" boxes for me. Suspicious.
And I don't want to make it sound as though I'm always dragging my own mission into the conversation, but I can't help but notice that there are a total of 11 enemy vehicles and many of them could be moving at once. Again, suspicious.
Obviously there are other factors, but I really think vehicles are a biggie.
R. Kurtz "Koortz" Dmitriyev
My methods have become "unsound."
My methods have become "unsound."