[0.11.3] lag/stutter when enemy attacks
Posted: Mon Nov 17, 2014 11:26 pm
I believe there is more than just synchronization going on when the enemy attacks.
I am playing with a friend over a not so fast internet connection, and we were observing some lag when enemy started to move toward our base.
at first I thought it was normal, we are kind of pushing the envelop here, playing across Europe over the bad internets.
However, today we got to tanks and we went to clean biter spawn, some small, some bigger with up to 20 spawners active throwing biters at us.
the fact is, when those masses of biters pathfind they do not cause any lag nor any decrease in performance
I find it very strange that when enemy move to the base they cause such a massive lag spike, especially because I remember one of past blog about them having group pathfinding and pathfinding should be deterministic enough that it can be calculated independently on each client.
reporting because maybe there is something lurking below in how pathfind is executed and synchronized across clients during an attack.
I am playing with a friend over a not so fast internet connection, and we were observing some lag when enemy started to move toward our base.
at first I thought it was normal, we are kind of pushing the envelop here, playing across Europe over the bad internets.
However, today we got to tanks and we went to clean biter spawn, some small, some bigger with up to 20 spawners active throwing biters at us.
the fact is, when those masses of biters pathfind they do not cause any lag nor any decrease in performance
I find it very strange that when enemy move to the base they cause such a massive lag spike, especially because I remember one of past blog about them having group pathfinding and pathfinding should be deterministic enough that it can be calculated independently on each client.
reporting because maybe there is something lurking below in how pathfind is executed and synchronized across clients during an attack.