CJ_Parker wrote on Nov 30, 2015, 22:38:Steele Johnson wrote on Nov 30, 2015, 21:42:
it's almost 2016 and online FPS devs are still struggling with # of players? Every 3d game wihether it be pve or pvp should have no problem supporting hundreds of npc and pcs with very minimal lag. the tech has been there for years now so use it!
What "tech has been there for years" to eliminate lag? Gaming is a global affair. Publishers can't really choose their audience and they can't economically offer servers for every single geographical region.
So you end up with broadband people physically close to the game servers who ping in at <20ms and then you have some maggot from Bumfuck, OH on LTE pinging in at 250+ms.
Due to the complexity of modern game engines, the advancements in 3D tech have actually had a detrimental effect as you can see by the lower player numbers than a decade ago because there is much more data that needs to be processed, checked and updated in "real-time"... well, or as close as you can get to that with the 200ms maggot.
This is not an issue of CPU/GPU processing power at all but an issue of not being able to predict latency. You need to get data from A to B and back to A while also calculating what C, D, E, F, G... and so on are doing at the same time.
This is a physical limitation of online. There is no tech to work around those limitations except hooking up every single gamer home with fibre but even then there'd still be limits to what you can do.