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Currently we sync the entirety of the player's spiritweb when syncing server->client, which means we're sending huge packets every time a sync happens.
They happen a lot.
We should try improve this so that we only sync the minimum amount of things needed. This may be things like information that only the player attached to that spiritweb would need to know, or information that has changed.
Maybe we do partial simulation of things on the client, like ingested metal timers counting down, but have them still be server authoritive so they update if they get out of sync.
Either way, it's probably a big task, depending on how deep we want to get into it.
The text was updated successfully, but these errors were encountered:
Currently we sync the entirety of the player's spiritweb when syncing server->client, which means we're sending huge packets every time a sync happens.
They happen a lot.
We should try improve this so that we only sync the minimum amount of things needed. This may be things like information that only the player attached to that spiritweb would need to know, or information that has changed.
Maybe we do partial simulation of things on the client, like ingested metal timers counting down, but have them still be server authoritive so they update if they get out of sync.
Either way, it's probably a big task, depending on how deep we want to get into it.
The text was updated successfully, but these errors were encountered: