Matthew Craig, on 23 January 2013 - 02:56 PM, said:
The CryEngine fix refers to what most users are seeing in the reduced lag shield. It reduces some latency that the engine was adding in the network layer essentially delaying the sending of client packets. This means the lag shield issue 'feels' better as your getting more updates meaning the Mechs positions don't get time to drift as far.
The memory leaks were related to Mechlab, technically the main one isn't a leak. What was happening was that when switching between Mechs VRAM was being allocated and dereferenced when you switched to another Mech but it only gets truly freed upon a level load, so if you switched around a lot of Mechs in the Mechlab you could generate high VRAM consumption. We added a flush after every Mech switch to ensure it's cleaned up properly.
The memory leaks were related to Mechlab, technically the main one isn't a leak. What was happening was that when switching between Mechs VRAM was being allocated and dereferenced when you switched to another Mech but it only gets truly freed upon a level load, so if you switched around a lot of Mechs in the Mechlab you could generate high VRAM consumption. We added a flush after every Mech switch to ensure it's cleaned up properly.
Glad to hear this. Though I personally have not seen any netcode performance increase, a lot of people I roll with have said that they've seen a tangible improvement, so maybe this is a leadway towards more fixes down the line.
I know a lot of people were talking about the 3.5 CryEngine 3 upgrade, but this seems like something that would take a significant effort to implement into the game, even if it had a rollup of all network-related issues that the current version might be suffering from.