Quote:
Originally posted by Xeon;167498
There are two specific problems here that are getting confused.
1. Chunking Delays
These are caused by large amounts of data that load from the hard drive & other variable factors that need a fast link to the servers.
There will be no way to completely make this go away with current available pc hard drive technology.
In the near future we will get ramdrives that should solve the problem but they will initially be very expensive.
2. Chunking Coding Bugs
There have been and still are many bugs in the coding related to chunking that can create loss of fps & bring down a the top pc's to their knees.
CTD is not uncommon despite those that post otherwise.
These bugs are fixable & are detailed in this thread.
Sigil claim they are giving them top priority but progress has been very slow.
Any top priority bug should not take over a year to fix in my opinion.
I don't think we'll need ram drives to reduce and even eliminate chunking delays. I think if you have a fast hard drive and a good amount of RAM, the delay all but goes away. I certainly hardly notice it on my system, though my PC is fairly high end (or was a few months ago -- I want a core duo dammit ).
Yes, there are still bugs, but many have been fixed. It is high priority and I can understand the frustration, but it's a very complex system and an area of the engine where we had to completely remove the Unreal code and develop new code ourselves (since Unreal 2.x is zone based). It also has to do with server code and the different region servers talking to each other. I do apologize it's taking so long to get all of the issues dealt with, but I know for a fact that the coding department continues to work on the issues. It's not just one bug or issue, but many, and like I said, a very complex system. It's also why you don't see too many games with seamless worlds.
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