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Please address the lag!


Awry

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I'm not sure what's happened within the last patch or so, but just within the last few weeks I have noticed a big jump in the lag generated inside homemade world maps. It doesn't seem to happen in the "stock" rooms (like Sin Club), but it HAS gotten worse in hand-built places. I am not the only one who has remarked upon this.

 

Avatar movement has become jerky, and you can easily see this effect in any animated movement on map materials (such as the ripples in water) as well. There is a "stutter" in the graphics.

 

Time for a server reset, perhaps, or some man-hours dedicated to addressing the root causes. Thanks!

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If they updated client and server over to 64bit and allowed us to use restricted size texture we could upload for building, I think it would go long way to reducing some of it. People could be able to make texture signs instead of making letter out of objects, you could more easily make background combining objects with texture surfaces that way to lower the overall object use.

 

Think those two things would help a lot, that said unless you put a maximum limit on sizes of world files that 3dxchat will take, you will always have some out there that will push the limit because they think bigger is better. Which it not necessarily is since often just either spread people too thin or make majority stick in pack in one area while rest the large room remains unused.

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I have not seen lag recently but that might be my device still being above the high water mark for lag in the rooms I have visited.

 

Although I agree with KimmyFox on most of what she said I could argue that smaller is not always better either and it really all depends on what you are looking to do.   If you want hundreds of people in your room you need larger and good distribution but if you want a room with lots of realistic details then you just have to use lots of objects to make up those details.  With those large numbers of objects you will get more lag.

There are trade offs in every direction and even if the servers are upgraded and we get 64 bit clients and greater editor abilities there will still be some suffering lag due to hardware restraints on their end.   Not that I suggest those upgrades are not a good idea or important, just that the issue is not so easily defined as the ability to design big versus small and as has always been the case in the computer world performance is always a balancing act between what you want and what you can accept until upgrades come along.

 

Correction.  I should say that I do not disagree with KimmyFox on anything she said and I am just offering another way to look at the issue on room builds and lag.

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