Improving 'catching up'

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FactoCheat
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Improving 'catching up'

Post by FactoCheat »

Hello,

[EDIT] similar posts are describing same problem (see following post)

I joined a public multiplayer game (one of many with same behavior), it took a long time because it was a really big map/save (77MB).

The first step is to download the save : I was downloading at 1.1MB/sec, nobody can do anything because my ISP connexion is the main cause here.
while downloading I was thinking : "damn, It will take soooo much time to catch-up after download"

As expected, the second step of catching up with the server took a long time, but why ?
I tried to figure out :
- At this step, I saw that networking ressources are not used (approximatively a kb/sec)
- I also saw that only one of the six cores of my CPU was used to catch up
- Once connected, I add some freeze (game is still running but I can't interact), when this occurs, I suppose it's because my pc is to slow to catch up with this big map

I absolutely don't know how is your software architecture and how your workflow is going in this step, so my idea is maybe a big big big montain to climb :

Would it be possible to multi-thread the catching-up part ?
Last edited by FactoCheat on Mon May 01, 2017 11:14 am, edited 2 times in total.

FactoCheat
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Re: Improving 'catching up'

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