tortuousGoddess, on 09 February 2016 - 01:23 AM, said:
PGI has stated multiple times that they can't push more convergence points for engine limitation reasons. The netcode has to keep track of everyone's convergence points, so 48 convergence points now becomes 120 convergence points per game. That's an enormous leap, that would result in extreme lag if it didn't just drop players completely. Most CoF suggestions trigger this same problem, as they often expect half a dozen lasers or more to split apart with independent, randomized points of impact. This is part of why CoF is practically unworkable for this game, as you'd probably still have to have perfect convergence within your CoF like how the JJ accuracy debuff works, which isn't exactly sensical.
But I suppose that's partly why these topics are dropped quickly after they are brought up. Most are too full of their own ideas to realize they can't be done.
As I understood it, PGI said they can't use dynamic convergence for HSR reasons. However, we do already have functioning CoF (though I don't want all weapons to use CoF, hence my suggestion).
The lag comes from the ever changing (an thus, ever recording) nature of dynamic convergence. That is, dynamic convergence is effectively an infinite number of pixel points which change instant to instant and which the game and servers must constantly monitor that creates the lag and loss.
Static (instantaneous) convergence is what we have now and more points shouldn't make further problems, that I can see. These points are set and much more easily recorded by the game and servers.
Edited by Brandarr Gunnarson, 09 February 2016 - 01:33 AM.