Katastrophe Kid, on 02 June 2017 - 01:04 PM, said:
CE may be a problem, but the devs of Star Citizen are working on solving these problems. Open some lines of communication and see if some collaboration is possible.
Take baby steps toward 64 vs 64, start with better servers and up the ante to 16 vs 16 and 6 mechs in a dropship on much bigger maps.
different build of CryEngine
Russ stated it's as much work getting to newer build of CryEngine than it is to switch to Unreal Engine
it's not like they have a server farm at the basement
they rent the servers
I would have to dig deep
but, I think it was Russ who said servers are at there best already (I think it was a town hall)
anyway
it's the outdated CryEngine
moving from 8vs8 to 12vs12 incurred some bad fps hit
there are too many draw calls being made and the old engine and old API can't handle that so well
considering 12vs12 can bog down anything but the highest clocked Intel system (Ryzen seems to be doing OK, but not great; no wonder there, MWO doesn't scale with cores very well)
there's a lot of threads how MWO should run better on people's hardware, always has been
the particles from over a 100 mechs launching LRM's and PPC's would probably crash the game
and maybe you haven't noticed, but performance passes are a rare thing
the turret pass I thought was in months ago, just read it's coming now
Anjian, on 02 June 2017 - 06:37 PM, said:
12 vs. 12 with 5 respawns is like 60 vs. 60 mechs.
Now if that takes too long to finish, you can do something similar to Overwatch Quickplay, where you are allowed to leave the game but incur a penalty in doing so, and your space is replaced by another player.
sounds good enough
hell I wouldn't even mind respawns
as long as the gamemode isn't team death match for a change
means putting more weight on objectives
Edited by Peter2k, 02 June 2017 - 07:18 PM.