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Message ID: 1631
Date: Tue Sep 28 22:19:36 BST 1999
Author: Ralph Carothers
Subject: RE: lag (was: rez changed)
>From: Ralph Carothers <CarothersR@...>
>
>this is where you are WRONG. Lag in the game can be defined by 2
>things.....both effecting your speed: a) data rate to you for varying
>objects anf their placement (eg - corpses, monsters etc)
>b) Your system's speed and ability to deal with the "pre-defined" images
>you have. Example: 3dfx is fill limited to like 1833 textures (some ODD
>number like that) when more than that is there....your system goes NUTS
>swapping in and out.... as it is....if more than 20 people and monsters
>are
>on your screen....fighting....casting spells etc...your system is gonna go
>nuts trying to keep up. and it does. You get sometimes 1-2 fps (frames
>per
>second) which appears to be lag.
>
>
>Bann
>
>-----Original Message-----
>From: Curtis Bennett [mailto:die_kluge@...]
>Sent: Tuesday, September 28, 1999 4:35 PM
>To: EQ-Clerics@onelist.com
>Subject: [EQ-Clerics] lag (was: rez changed)
>
>
>From: "Curtis Bennett" <die_kluge@...>
>
>These things don't increase lag. Think about it. The game world is
>completely pre-defined. The server doesn't send you any information
>about what the trees, buildings or scenery looks like. All the
>server sends is information about what the monsters are doing, what
>the people are doing, any messages, and if there are any corpses or
>equipment laying on the ground anywhere. That is, things that are
>not part of the static world. You have a CD, that CD stores the
>pre-defined world.
> I could see where corpses would increase lag because that
>information would need to be sent to you. A lot of people in a zone,
>and a lot of monsters running aggro. All these things would do it.
>Faydark does not take longer to load than North Ro.