He posited that cloud streaming, when or if it comes, could offer solutions to these issues by allowing all clients to run the game on rapid, internal connections within a centralized server farm, but added that there could be other, unforeseen issues that come with that technology as well. Gustafsson did offer a little hope for fans who would want to see a multiplayer version of the game in the (possibly distant) future. In other words, synchronizing voxels across multiple devices - in a world where every, individual voxel can be interacted with at any moment - requires computing power beyond what web-based, multiplayer systems can provide. However, the former would cause an unacceptable amount of lag for players, while the latter would require significant bandwidth, while also causing glitches any time that two players interact with the same object. Gustafsson provided more details in an article with Escapist Magazine, stating that networked physics can either be achieved by ensuring that all clients behave in precisely the same way whenever inputs are received, or by synchronizing the state of every object across all clients, continuously. Teardown - Gameplay Trailer gamescom 2020 IGN 17.2M subscribers Subscribe 9.
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