Technical solution to eliminate desync in single-player sessions
" The underlying principle has remained rock solid: - Server is referee. - Client runs simulation using seed. - Client reports snapshot. - Server validates snapshot. This has not / will not change. Details such as projectiles, map exploration, item generation, snapshot content, etc has changed based on Rhys_GGG's feedback. The core of the solution cannot change because it's the primary principle of how it works. Last edited by qwave#5074 on Nov 20, 2013, 9:58:52 AM
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" Just yet another diversionary tactic. Once again proving you know far less than what you claim. For years i searched for deep truths. A thousand revelations. At the very edge...the ability to think itself dissolves away.Thinking in human language is the problem. Any separation from 'the whole truth' is incomplete.My incomplete concepts may add to your 'whole truth', accept it or think about it
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" This statement does not address my concern. How many more calculations will the client have to make and how expensive will that be? This is not covered by the wiki, it is not covered by how easy each one is or is not to calculate (often getting the inputs is harder than the actual calculation). Posting a formula on how the mechanics work does not show how the code is worked, how often it is called, where and how the inputs and outputs go/come. This isn't something that can simply be glossed over. |
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" What do you want from me? Seriously. I told you that it will not effect the framerate, what more do you want? Games have calculated these things since the beginning of time. Rendering the graphics, particles, and effects are expensive. Calculating damage is not. When is the last time you upgraded your computer because it was taking too long to calculate the next critical strike? Seriously, someone kill me. I know you are trolling me, you have to be trolling me. Last edited by qwave#5074 on Nov 20, 2013, 10:05:19 AM
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" He wants you to admit that you do not know. "the premier Action RPG for hardcore gamers."
-GGG Happy hunting/fishing |
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Haha. Okay, I have no idea how expensive it will be for your computer to do all the INSANE combat maths that PoE does (it's on a completely different level). Your video card will probably melt. Seriously, they have calculated attacks down to the organ level of your opponent, and each creature has it's own set of vital organs that are logically placed.
Last edited by qwave#5074 on Nov 20, 2013, 10:07:59 AM
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You're full of ideas... not all bad. But they're not applicable here. Maybe get a job developing the next great game. One thing you should work on is your ability to work with others. You'll lose that job if you don't.
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Shagsbeard: A few of these guys have been trolling me since the beginning of my post, never offering anything constructive and repeating the same questions over and over. I am trying to keep the topic relevant because there are many people interested in how the system works, but these guys continue to troll.
Anyway, if anyone has any constructive questions about the proposal, I am happy to answer them. =) Last edited by qwave#5074 on Nov 20, 2013, 10:09:59 AM
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" There is no trolling, I want to know what you are using to determine these claims about your system. It is quite clear that you are basing your claims off of nothing but conjecture about how things work. You have no understanding of how things actually work. You are just assuming that this is easy code to write and that it will all just work. Your last statement is what really demonstrates that you don't understand what you are talking about. You are looking at this as discreet calculations rather than as a complex serious of interconnected calculations that in many cases rely on one another to arrive at an end result. It isn't simply 1 crit calculation it is all of the calculations needed to preform that action, how they all interact with each other, how some can't be done in parallel (thus more single threaded locked cycles, less gets done in the same amount of time). And the last time that I updated my computer because it was failing to calculate an entire game state in a timely fashion was about 18months ago. Furthermore, I am not arguing that this will overly tax the end-users system. Merely trying to determine what you are basing your assumptions on. So far you are proving that your assumptions are based on conjecture and not anything tangible. Thus, you can not make a claim that it will have no impact to client performance. Last edited by Tantabobo#6200 on Nov 20, 2013, 10:19:49 AM
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" It is impossible to say exactly, without having the client and server source code. However, it should not be the reason to dismiss the idea until Rhys comes here and says "the increased calculations would unacceptably decrease client performance". So far, based on Rhys's responses, other factors (rounding) are a bigger concern. |
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