Appogee, on 16 June 2016 - 05:26 AM, said:
If those guns are converged when fired, then great, there's only one "aiming point" to be communicated to the server, for calculation of where the weapons will hit.
However, if the player fires those guns when they are not converged, then there would be four separate points for the client to calculate where the weapons will hit. I guess I can use an algorithm to combine those four aiming points (and also the differing points in time when all the weapons will hit due to differing velocities) but then, decoding that algorithm would still add to the server load.
If there's a different and more network- or server-efficient way of doing this, please do tell.
Your explanation above doesn't make sense to see me because four weapons on their way to tracking to one convergence point is still four pieces of data, or would still require a calculation to combine into one datapoint for network traffic, then being decoded at the other end.
*sigh*
Okay here we go again.
There is literally no reason to send the data for each gun separately, the guns are aimed based on the first person view and the convergence distance. Sending only that data allows the server and any client to calculate exactly where the guns are aimed because that's exactly how it's done in the first place.
If whoever wrote that part of the netcode were actually clueless enough to do it the way you suggested, that still wouldn't change anything because in that case the guns would have to be tracked separately either way, other than the fact that they'd have quadrupled the bandwith usage for no good reason.
I don't have a very positive opinion of PGI's ability to make any feature work as intended, but basic netcode optimization is not all that hard compared to the things they've already done with it.
If you have any further questions, try to read my posts until you actually understand what's being said, because there's no way I can say it even simpler than I already have.