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Posted

What`s the online capacity likely to be and is it possible to have a dedi-server?. ie How many players online can we expect to see with decent frame rates on decent systems. I`ve read that the online side of things is not RRG`s responsibility, but imo if you join forces with another team it`s a shared issue. I`ve also been told that 20+ players on the current system and someone engaging in combat results in slideshows, hopefully something will be optimised to allow for proper online play??

  • ED Team
Posted
What`s the online capacity likely to be and is it possible to have a dedi-server?. ie How many players online can we expect to see with decent frame rates on decent systems. I`ve read that the online side of things is not RRG`s responsibility, but imo if you join forces with another team it`s a shared issue. I`ve also been told that 20+ players on the current system and someone engaging in combat results in slideshows, hopefully something will be optimised to allow for proper online play??

 

 

This is all the same as DCS World, as DCS World is what this will be built off of.

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Posted (edited)

This was said by Luthier

 

"Finally, we have huge plans for the game’s multiplayer component. They are outside the listed kickstarter goals because they are a bit too ambitious to fit into the kickstarter timeframe, and because they also stretch to other products in the DCS line. We feel that multiplayer is a huge part of any flight sim’s success, and with Oleg Maddox and some of his former teammates, we have an incredible team that can both design a great comprehensive approach to multiplayer on paper, and implement it into robust, exciting gameplay.

Ultimately, we are building a robust multiplayer module that covers all aspects of the spectrum from gratuitous free-for-all to rigid historically realistic cooperative, both centrally- and community-run, with persistent online record-keeping and many other features that keep the online war current and exciting for years to come."

 

Are there any comments from ED on how this will be implemented and what plans are ahead, or should this be considered as a "hopeful" wish for the far future

 

A robust multiplayer enviroment would seem an important element for the future, beyond what is available at present in DCS world

 

Cheers Dakpilot

Edited by Dakpilot
  • ED Team
Posted

Again this is just assuming, so take it for what its worth, but as DCS moves forward, such as the dropping of 32bit support, we should see the possibility for more exciting things, things that maybe even we can comprehend right now. It wouldnt surprise me if ED has bigger plans with things like dedicated servers, etc going forward.

 

I still understand that the core of DCS World and DCS WWII will be the same, just what is thrown on top will be different... but again this is all fanboy dreaming on my part ;)

 

This was said by Luthier

 

"Finally, we have huge plans for the game’s multiplayer component. They are outside the listed kickstarter goals because they are a bit too ambitious to fit into the kickstarter timeframe, and because they also stretch to other products in the DCS line. We feel that multiplayer is a huge part of any flight sim’s success, and with Oleg Maddox and some of his former teammates, we have an incredible team that can both design a great comprehensive approach to multiplayer on paper, and implement it into robust, exciting gameplay.

Ultimately, we are building a robust multiplayer module that covers all aspects of the spectrum from gratuitous free-for-all to rigid historically realistic cooperative, both centrally- and community-run, with persistent online record-keeping and many other features that keep the online war current and exciting for years to come."

 

Are there any comments from ED on how this will be implemented and what plans are ahead, or should this be considered as a "hopeful" wish for the far future

 

A robust multiplayer enviroment would seem an important element for the future, beyond what is available at present in DCS world

 

Cheers Dakpilot

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Posted

From Wags:

 

The new Image Generator (IG) technology is currently in development and will be introduced to DCS World when it is ready. Elements of the new IG include:

- More detailed terrain.

- Better graphical effects

- Dedicated server

- DirectX 11 support

- Skeleton animation for infantry

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Posted
No the dedicated server is a dedicated server tool for multiplayer games as far as we know.

 

Why would it be listed as a feature of the Image Generator though?

Posted (edited)
Why would it be listed as a feature of the Image Generator though?

 

The answer is fairly complex. There are many situations where networking is tied together with visuals (Smoothing, Prediction, Replication, blah blah). However, it's likely they're just lumping together that particular feature to release together with EDGE. It really doesn't have much to do with moving the rendering subsystem to DX11, or implementing hardware instancing for example.

 

There really is nothing like "Computation Server" for real-time gaming. The "cloud" is just a redicilous marketing buzzword that likely will not even have an impact where it has been toted the most-- The Xbox One.

Edited by Cobra847
  • Like 1

Nicholas Dackard

 

Founder & Lead Artist

Heatblur Simulations

 

https://www.facebook.com/heatblur/

Posted
The answer is fairly complex. There are many situations where networking is tied together with visuals (Smoothing, Prediction, Replication, blah blah). However, it's likely they're just lumping together that particular feature to release together with EDGE. It really doesn't have much to do with moving the rendering subsystem to DX11, or implementing hardware instancing for example.

 

There really is nothing like "Computation Server" for real-time gaming. The "cloud" is just a redicilous marketing buzzword that likely will not even have an impact where it has been toted the most-- The Xbox One.

 

Fair enough; thanks for the explanation. A computation server for live gameplay didn't make much sense to me either, but it was the best thing I could come up with. :music_whistling:

Posted
However, it's likely they're just lumping together that particular feature to release together with EDGE.

 

The main reason is that for a real dedicated server application, the image renderer needs to be able to be completely deactivated so as to not require a powerful graphics card.

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