Athanasios_Nik Posted October 6, 2021 Posted October 6, 2021 Any ideas that would help are welcome. 1
NevesOma Posted October 6, 2021 Posted October 6, 2021 Moved to right section. Moot question btw... optimization from which side? Server side for Interlude or only client side or all together?
HyperBlown Posted October 6, 2021 Posted October 6, 2021 Limit viewrange on skills, animations, Disable a few skills animations from beeing sent Disable potion animation Limit amount of players you see within a certain range Buy custom skill effects from any client dev @NevesOma as example
Celestine Posted October 6, 2021 Posted October 6, 2021 me and my friend @NevesOma working on antilag patch for interlude chronicle it will increase performance and will stop lags in-game on mass fights.
nikpappa Posted October 6, 2021 Posted October 6, 2021 Rewrite your for loops in c style, benchmark to see if dividing the list of players that being broadcasted a spell, for example, in smaller segments and sending packets in different threads is faster. Choose servers that provide NVMe SSDs. I would also consider not sending a packet to certain players if the number of players that it needs to be broadcasted is greater than X, yes you will have players watching some other players pvping without moving, but the gain of performance will be significant.
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