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SuperDAVEpostal Guest
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Posted: Fri Feb 28, 2003 1:05 pm Post subject: wormholes |
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Does having alot of wormholes in a arena create alot of lag?
And if so........does having alot of wormholes create the lag.........or .......does ships using the wormholes create the lag? |
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Dr Brain Flip-flopping like a wind surfer

Age:39 Gender: Joined: Dec 01 2002 Posts: 3502 Location: Hyperspace Offline
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Posted: Fri Feb 28, 2003 2:24 pm Post subject: |
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No.
Check out my zone SSXP Hyperspace (SSN) for a demostration of more wormholes than you have ever dreamed of, and proof that most computers can handle it. _________________ Hyperspace Owner
Smong> so long as 99% deaths feel lame it will always be hyperspace to me |
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Gravitron VIE Vet

Age:43 Gender: Joined: Aug 02 2002 Posts: 993 Location: Israel Offline
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Posted: Fri Feb 28, 2003 2:34 pm Post subject: |
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The lag wormholes create is generated by the wormhole's need to coordinate its exit point with all clients at any given time (so if the settings allow it, you will be able to follow an enemy through the wormhole).
Other than that, it is said that wormholes create a major strain on the CPU, but at the time in question, most computers on the market weren't more than P120 or P II. |
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SuSE Me measures good

Joined: Dec 02 2002 Posts: 2307 Offline
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Posted: Fri Feb 28, 2003 2:56 pm Post subject: |
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nicely done, grav (thumbs up) |
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Mine GO BOOM Hunch Hunch What What

Age:42 Gender: Joined: Aug 01 2002 Posts: 3615 Location: Las Vegas Offline
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Posted: Fri Feb 28, 2003 3:32 pm Post subject: |
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The location where the wormhole sends people is never 'updated' in game. There is no magic packet sent around to say where the wormhole ends. During the security packets, its sends over some keys the client uses, such as for things like doors, greens, etc. Wormholes use off that information, and based upon the time (sync by the timesync packets), for where the endpoint goes.
Your second statement is the real lag. Calcing out 50 wormholes constantly, while updating the display, was much more than a <200mhz could handle. But most people now-a-days can get 200+ fr's of SS without problem, and barely drop below that even with super ship zones. |
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Dr Brain Flip-flopping like a wind surfer

Age:39 Gender: Joined: Dec 01 2002 Posts: 3502 Location: Hyperspace Offline
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Posted: Fri Feb 28, 2003 4:27 pm Post subject: |
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Im guessing that my map has well over 200 'holes, and I have never ever had a problem on my 500mhz. The lag generated by the player's speed inside the hypertunnel is another matter tho... |
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Mine GO BOOM Hunch Hunch What What

Age:42 Gender: Joined: Aug 01 2002 Posts: 3615 Location: Las Vegas Offline
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Posted: Fri Feb 28, 2003 6:28 pm Post subject: |
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A sad fact of the matter is that continuum (and vie subspace) don't support blackhole movement for nme ships. If you want to see a good example of this, turn on *mirror while circling very near a blackhole. You'll see it as being pretty far away from the blackhole circling from where you are. Visuals work much better with 56k. |
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