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饥荒游戏一起版DST,2014年11月6日,网络性能更新
本帖最后由 fanbu 于 2014-11-12 13:13 编辑
饥荒游戏一起版DST,2014年11月6日,网络性能更新。
2014年11月6日有klei团队的成员V2C发布,看来也是个开发
http://forums.kleientertainment. ... performance-update/
~
Network performance update网络性能更新
Over the past few weeks, we've fixed countless bugs in our server code that resulted in clients experiencing false (not caused by lag) rubberbanding. We feel that we have this under control in our current update. A huge thanks to everyone continuing to report bugs, post feedback, or stream.
过去几周,在服务器代码上,我们已修了无数bug,它们会导致客户端遭受不正确的卡、拖慢(非延迟引起)。我们感到我们在当前的更新中已控制住了这个。
This means that we can finally address specific latency issues. You may have already noticed a new server performance indicator in the score board. This basically tells you if the host's game is running fast enough to be a good server or not. We have plans to expose more detailed views of server health in the future. We also completely retuned combat controls to be much more responsive on clients.
这就是说,我们最终能把具体延迟问题分派下去。你们可能已经注意到一个新的记分板上的服务器性能指示器。这基本上告诉你,主机的游戏是不是跑的够快,充当一个好的或者不好的服。我们有几个计划在未来来展示更多服务器健康细节界面。我们也完全重调了战斗控制,对客户端更有回应性。
Spoiler以下展开内容
The server performance indicator is currently tuned as follows:
服务器性能指示器当前调整如下:
50 FPS or higher -> Good Host 五十fps或者更高,好主机。
30 FPS or higher -> OK Host 三十或者更高,还行的主机。
Below 30 FPS -> Bad Host 低于三十fps,差机器。
展开内容结束
A general issue we had was that the game just felt laggier than your actual ping should be. This was mainly due to a low default server tick rate of 10, as well as how our clients handled incoming packets. We've made several optimizations to improve client responsiveness, even at low tick rates, and raised the default value to 15.
我们遇到的一个一般性的问题是,游戏比实际ping那样就感觉更卡一点儿。这主要是由于,默认服务器的低水平的刻运算率tick rate是10,再加上我们的客户端对入向的网络数据包处理方式。我们已经弄了若干优化改进客户端的响应,甚至在低水平的刻运算率tick rate时,还提高了默认值到15.
Spoiler以下展开内容
In settings.ini, you can set a custom tick rate that will be used whenever you host a server.
在settings.ini文件中,你可以设置自定的刻运算率tick rate,任何时候你主一个server服务器,都可以用。
...
[network]
tick_rate = 15 <-- Add this line (Try 30 if you have a good server setup!)加入这行(试试30,如果你有一个好的服务器设置的话!)
...
展开内容结束
Increasing the tick rate beyond 15 will improve your server's responsiveness at the cost of higher bandwidth. However, if your connection cannot handle it, then it may actually degrade your server! In the meantime, we are continuing to work on reducing the amount of data our game sends over the network in order to make higher tick rates viable for everyone.
增加刻运算率tick rate超过15会改进服务器的响应,代价是更高带宽。尽管如此,如果你的网络连接无法处理它,那么可能真的降级你的服务器!同时,我们正努力弄以减少我们游戏在网络上发送的数据量,这样能有望实现给大家更高的刻运算率tick rate。
~完~
说实话,我个人感觉不太妙啊。。。如果以后熊孩子多了。就像unturned那样。很多熊孩子开挂怎么办。。。现在它们还在搞服务器性能问题。以后估计anti-hack/puck buster这个问题也会很严重!别成为第二个unturned。。。
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