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Liste des sujets

Le jeu arrive !

orion222
orion222
Niveau 10
04 décembre 2013 à 21:10:46

What bromb :rire:

sonichd
sonichd
Niveau 7
04 décembre 2013 à 21:16:01

Moi j'y crois :ok:

TheBarzul
TheBarzul
Niveau 12
04 décembre 2013 à 21:19:44

Qui vivras verras :oui:

Mogriff
Mogriff
Niveau 10
04 décembre 2013 à 21:27:24

https://image.noelshack.com/fichiers/2013/49/1386188839-2tdqce.jpg

Aurora_is_back
Aurora_is_back
Niveau 10
04 décembre 2013 à 22:20:45

WHait and see :hap:

legolas420
legolas420
Niveau 10
04 décembre 2013 à 22:46:02

Si le jeu sors demain je casse tout. je bosse jusqu’à 18h30 et 1 heure après j'ai une conférence jusqu’à 23h30 -_-

DrZ_Vinc3
DrZ_Vinc3
Niveau 6
04 décembre 2013 à 22:46:48

Important note: Unless otherwise stated FPS refers to server FPS.

As most will know, we achieved quite a milestone with over 50 players on the server recently. While this is pretty normal for the mod, it's a big deal for the standalone as the architecture is entirely different and so much has been moved onto the server. So what does this mean?

The Situation

DayZ handles a minimum of 15000 dynamic objects. This is a huge amount of things to synchronize, in a MP environment. We implemented an entire rewrite of how objects are managed, linked with the "network bubble". Our chosen system was to implement an R-Tree approach and we have seen some success with this. Our aim was to reduce the massive FPS burden that all these dynamic objects bought, grinding the server to a halt. The main problem appeared to be scaling, in that the more players the worse it got.

Some details about server FPS:

Not strictly "frames per second" on a client more akin to "simulation cycles"
Max is 50 FPS
Max simulation of player is 25 times per second
Max simulation of zombie is 10 times per second

That means below 10 FPS, zombie behavior could be noticeably affected.

The Good news

We are no longer player number bound. It appears the server loses about 3 FPS per 40 players. We have only tested to 52 players currently. At that time, it was our first efforts with this number and we immediately found some missed areas of optimization, so with our next mass test we expect better results. The more players we threw at the server, its FPS numbers didn't change.

The Not-so-Good news

I was initially quite surprised because we still had a very high starting frame usage. 15000 loot items were using 1 FPS, that's right - just 1! But for some reason, 1000 zombies (despite all but 10 being at rest) were using a whopping 35 FPS. It didn't make sense and we've been going through this, optimizing and looking for the reason.

The Feedback from those involved

Overall, despite the performance concerns, with the server running around 8-12 FPS when under its heaviest load, the server was "reasonably responsive". Some people experienced inventory actions being a little bit slow occasionally, but generally it seemed things went okay.

Progress since the test

Since the test, we isolated two major crashes (resulting in server soak with constant players with no stability issue, no increase in RAM, and no decrease in FPS). We also optimized some areas. We're also busy hiding some areas and functions that are incomplete, as they either break or cause problems that we don't have the time to resolve before the Alpha's release. Perhaps one of the most serious gameplay issues we have at the moment is a very long time the player spends unconscious. It causes a problem for testing, so it's something we will be fixing before the release of the alpha.

Overall, the mood on development is quite upbeat. We're all pretty tired, as it has been very late and long working days. We had a new programmer and new designer start this week, and some assistance from the ArmA3 team to prepare the creation of our own audio team. We're looking forward to getting the Alpha out into Early-Access. I think that while some might be disappointed that this is not some feature-packed, graphically focused, masterpiece - we've been focused on addressing the major architectural issues and it's represented a massive body of work over the last 12 months.

We need a little more out of the server in terms of framerate. Just a little bit more, to ensure the inventory stays reasonably responsive. The remaining time will be spent tidying up remaining issues to try and give a more solid experience when we kick into the early access.

It really is an Alpha

I really can't emphasize enough - this is going to be an early access project on steam. It's a true-blue alpha. Massive areas of the engine were entirely reworked, involving a large team of people over the last 12 months. Much of what these achievements will enable won't be seen for many months - so I really plead for anyone who is on the fence to take a skeptical approach - watch streams, read reviews, watch some let's play and form your opinion. You could always come back to the game in three, six months time and buy it then.

Buying early will be a recipe for disappointment, it's a chance for those who want to be part of that whole process. For them, the process is as much as part of the game as the whole experience. For many, this is the opposite of what they want. To enable a smooth launch, we really are targeting it at a core audience who want to get deeply involved in a very barebones experience that is a platform for future development.

Wiiiiiiiiill
Wiiiiiiiiill
Niveau 7
05 décembre 2013 à 11:28:03

Legolas ! Je suis dans une salle d'attente blindé Mais tres silencieuse ou jattend depuis une heure et en te lisant et imaginant Jai explosé de rire !!!
Don't worry , be happy ! :)

McZizi
McZizi
Niveau 19
05 décembre 2013 à 12:17:13

De bonnes nouvelles en somme, vivement qu'ils le sortent bowdel.

Lebal
Lebal
Niveau 5
07 décembre 2013 à 09:11:31

Ce qu'il y a de bien c'est que vous l'attendez tellement comme le messie ce jeu que je sens que va y en avoir un bon gros paquet qui vont être déçus...

pilo1488
pilo1488
Niveau 10
07 décembre 2013 à 10:44:17

Et y'a rien de mieux comme plaisir que le malheur des autres, hein?

kevin_duff
kevin_duff
Niveau 7
07 décembre 2013 à 10:51:55

+1 lebal

Lebal
Lebal
Niveau 5
07 décembre 2013 à 11:30:56

Ah non du tout. Mais j'ai tellement attendu pleins de jeu et j'ai été déjà déçu si souvent que ce jeu là je ne l'attends pas au point de faire 1 topic/jour sur sa sortie hypothetique... quand il sera là je l'achèterai (peut être) et je verrai bien. Pour l'instant y a la 1.0.3 de epoch qui vient de sortiret je l'attendais avec plus d'impatience ;-)

legolas420
legolas420
Niveau 10
07 décembre 2013 à 11:58:40

Wiiiiiiiil :rire: :rire: :rire: :rire: :rire:

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