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Intermediary Replay system using Dedicated Server build?


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From what I understood the DCS replay system is very old and cumbersome for content creators:
After a multiplayer session of multiple hours it basically seems impossible to retrieve any of the amazing situations and potential content to create videos from. Not even with a top 1% machine. I'm able to speed up to 2000x (or more?) without crashing the replay; haven't verified the actual correct outcome though. And it won't be able to actually truly speed up above anything than 8x/16x, if at all - Since the processing/speed will no longer be able to keep up in practice anyways.

So in practice I'd have to wait for hours to get one single chance of "recording" and setting up the actual scene that takes place around 3-4+h into the multiplayer session.

Wouldn't it be possible to create a new Intermediary Replay system using Dedicated Server builds?
As in having the inputs and everything be processed without actual DirectX/GPU/Video Output... to accelerate things?
And then only activate the GPU/Video output when the replay/calculations moved to the desired time?

Maybe that way your DCS users would sort of get an ability to somewhat "Rewind" or at least "Jump" to specific times more quickly.
This state or the input/replay-processing could then even be "snapshotted" to continue the next calculations from. Maybe?
Or at least to repeatedly jump to specific "bookmarks" and times more quickly.. to record or view the actual replay at the relevant times.

It could possibly enable more ways to verify state or possibly circumvent corruption of replay-outcomes. Possibly with users having more options to go "step by step", and avoid corruption. Would something with such intermediary replay system be somehow possible?

I am sure everyone would appreciate an improved DCS replay system that's at least somewhat usable in practice; With an actual ROI - As more potential customers could be attracted with much more and much better content in return.

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