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can multiplayer have some kind of game speed agreement logic?

Posted: Fri Jan 22, 2021 11:12 am
by abnoeh
like when running heavy megabase and clients on laptop can't follow headless server, it'd be better to allow clinet to request game speed slowdown for server.
(host should have option to set how low it should it will slowdown for client)

Re: can multiplayer have some kind of game speed agreement logic?

Posted: Fri Jan 22, 2021 6:53 pm
by Ida-Marie
This is a feature I long wished. But as for now, my solution is to put the slowest computer as a headless server to all players then join. Other solution is to run with cpulimit, but then you cut both multithread performance and you really don't want to do this on a client with graphics.

Re: can multiplayer have some kind of game speed agreement logic?

Posted: Fri Jan 22, 2021 6:55 pm
by Loewchen
See 43204.