Important question
#3

Thanks for explaining. But I want to ask why is CreateObject visible in all VirtualWorld? Does it have any higher meaning with sync? I've found that using CreateObject, for example, 100 players will greatly save CPU performance than if I had every Player to see CreatePlayerObject. What is it given?

If it was possible to set CreateObject VirtualWorld it would save the CPU. View each player CreatePlayerObject that is a lot of CPU usage in VirtualWorld.

It was not a bad idea to think about client-side streaming objects. If 200 players are on the server, it means 200x run a comparison for 1000+ objects. Therefore, you need to set a delay of 1000ms. It would be better to send all objects to the client. And the client can process it himself? Streaming in real time and better than server-side?
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Messages In This Thread
Important question - by ATomas - 13.11.2017, 21:37
Re: Important question - by Kalcor - 14.11.2017, 00:30
Re: Important question - by ATomas - 14.11.2017, 01:04
Re: Important question - by ][Noname][ - 14.11.2017, 01:21
Re: Important question - by ATomas - 14.11.2017, 01:26
Re: Important question - by Mauzen - 14.11.2017, 01:52
Re: Important question - by IllidanS4 - 14.11.2017, 09:24
Re: Important question - by AbyssMorgan - 14.11.2017, 11:11
Re: Important question - by ATomas - 14.11.2017, 13:11
Re: Important question - by IllidanS4 - 14.11.2017, 13:56

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