Have you ever played runescape?
It's not the fact that there's 200 people in 1 bank that's causing the lag ( well it kind of is ) but the fact that the game is based on TCP.
NF is also based and built entirely on TCP for networking. TCP is built for reliable downloading like files, pictures, ect. but it's not made for speed.
How it works is it sends a stream of data such as, rehor presses ffffffffffffffff, and it sends it over the internet. Every now and then, it gets lost and doesn't get through. It takes about .2 seconds for it to get lost and the client figure it this out, .2 seconds to send back that it has to get a second copy, and .2 seconds for that copy to come through (if it doesn't get lost again). That's about .4 seconds of freezing since the data stopped coming. During the entire process, the game stops completely. This causes the entire game to pause and try to process all the backuped data. Lagging isn't lagging, it's freezing.
2 things will happen.
1, You will lag like crap. This is why FPS uses their own custom networking protocols. SDE isn't capable of doing such a feat apparently. (AA lag?)
2, You won't be able to catch up and you will crash, instantly. No warning. Just a single dropped packet, ruining the whole system that's designed to stop everything, wait, and try to catch up. You might be able to AA spam the enemy's flag out of the game. lol.
The only way to avoid this is to design something from scratch. It has to have these properties.
1, Non-stop streaming. No matter if a packet is lost. It just keeps sending. 2, resyncing. a drop packet could change a game entirely. There will be a packet sent with the data to resync the game. (T4s update?). 3, being able to detect what packet was dropped. 4, buffering up packets, so if they have to be resent, they can. If they want, they can turn this into a HA recorder. All key presses and chat recorded, and maybe recompiled into a movie.
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