Meep Meep, on 28 May 2025 - 11:08 AM, said:
Then why do you get odd behavior in the training grounds that doesn't match what you get connected to the live servers? Missiles when pushed over a certain velocity will have glitched pathing and heat mechanics don't jive unless you lock to 30 fps
Missiles breaking beyond 30 fps is likely to do with tracking interpolation code that is unfortunately coupled to server tick rates which is 30. Without being more in the game engine I can only make some guesstimations but regardless none of that has to do with collision detection. Could there be some wonky behavior? Probably, but the biggest difference between a live server and training grounds (assuming you limit to 30 fps) is the lack of netcode being involved.
To be clear though, private lobbies aren't necessarily 100% the same as a QP server either, especially if you do 1v1s where there's been weird behavior noted. Without knowing how they handle the backend servers I wouldn't be shocked if private lobby servers are separate from QP/EQ/FP servers.
tl;dr people are making wild assumptions based on little knowledge background or otherwise about a very complex system (again, it's not unlike a distributed system which are "fun" to design and run "properly")
LordNothing, on 28 May 2025 - 04:19 PM, said:
cryengine's real problem is that it was built on the assumption that 5ghz processors to be just around the corner. instead moore's law plateaued and we got core spam instead. so it was built for hardware that never existed. by the time it did exist cryengine had other issues. the number of common unhandled exceptions is evidence of that (one of them causes the alt-tab bug).
if they knew mwo was going to persist as long as it did, they should have chosen an engine with an upgrade path. its not unusual now for a game to get one or more engine upgrades (not to be confused with an engine swap) during its support life.
I mean I'm pretty sure the decision around cryengine was a pretty shallow decision, on one hand it was considered the pretty engine at the time and on the other the license fees were lower than unreal as well. With soft costs like developer skills, potential tech debt of the engine itself, etc hard to quantify at that point in time I'm not entirely shocked they went with what they did but the market already seemed to be leaning more towards unreal and they just made a choice that would later bite the. Happens way more often than engineers would like.
I thought they hired some MWLL devs as well but not 100% sure on that, that's a decade ago at this point.
Edited by Quicksilver Aberration, 29 May 2025 - 04:06 PM.