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Everything posted by zarwil
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I've been playing the new explore for about 3-4 hours now but haven't found any new scenarios yet. Are they supposed to be super rare or something? What do they look like?
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@spiritchaser28 Yes, ram will help your computer load and display structures/welds, but that is still unrelated to the ship issue. If the ship lag was caused by a bottleneck in rendering or loading structures, then ships would lag in single player sessions as well, but they don't. Therefore we have to conclude that the issue with ship lag is related to how multiplayer sessions handle ship physics simulation, and the synchronization of related data between clients. The crucial differentiating factor here is relative ping between players, which can easily introduce 400ms round-trip-time delay if two players are separated by a continent. If ship physics is simulated on the host client (server), and other clients rely on positional data from the host in order to be "in-sync", then this could explain the horrid FPS lag. This is probably not the case exactly, since this would cause lag with basic ships as well, which is why all this is so confusing. Whatever is going on, relative ping between players, and sending data related to ship physics simulations across the internet is definitely related. Again, specs people's PC's are not directly related these issues. The bottleneck is the speed of the internet, and the specific coding of ship physics over a network.
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@Deadeye_Rob The devs are already aware of the issue They tagged your bug report as "known issue"
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@spiritchaser28 The ship isn't rendered server side, it's rendered on each players client, so rendering shouldn't be related to the lag. If this was the case the you should get low fps wen playing by yourself as well, but that's not the case
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Well, given that the ship rob's been using still causes huge lag despite not using many misc items, my theory seems to be debunked. Man I can't even imagine how they're handling ship physics in multiplayer but they're doing something seriously wrong...
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RESOLVED Low FPS when using Ships
zarwil replied to Deadeye_Rob's question in Bugs & Technical Issues
I can send it to you in pm's Also, I made a multiplayer map testing this exact issue before (With considerably smaller ships than the one in question), and sent it to Adam. Here's the lag test map: SHIP BATTLE LAG TEST.rar There are two issues at play here; huge lag spikes when loading in big ships, and crippling FPS drops during sailing in multiplayer. The former you can play around with the comp I send you, the second you can test with the scenario above. -
--In response to a recent negative thread-- As someone who has been quite pessimistic about the game here on the forums and privately with friends, I'd just like to mention that I'm pretty optimistic about Ylands for the first time in about 2 years. The recent attention to explore is what most of us expected when we first started playing. A steady stream of improvements for the survival element of the game. Anything I've ever done in this game has been in the hopes of some day being able to explore a vast world in some cool custom made ships. It seems this is finally coming to fruition, so the devs should get some well deserved credit!
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Sure thing! I'll device some tests and hit you up. What's your time zone?
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But Red, there has been pretty much zero marketing for this game... why do you expect the player numbers to explode after like 2 updates to explore, when the player base is already minuscule?
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@spiritchaser28 @ocnoglittle @Deadeye_Rob Regarding ship lag, I don't think the size of the "weld" matters tbh. My theory about ship lag is that it seems to be caused by the number of individual items connected to the ship. Or more specifically, the number of items on the ship which have their position/rotation communicated to the server. The welded part of a ship, no matter how big, should only count as one entity, which has one position and rotation. It has more "faces" to render, but that's handled by each player's client, not the server. The large ships people create tend to be sprawling with "misc" items which are dynamic and can be picked up and moved by the player. So for a ship with thousands of misc items used for details or whatever, the amount of data which needs to be sent (and handled) between server and all the clients can be thousands of times greater than a basic ship with just a couple of sails and a helm. This alone doesn't really explain the 2fps people get, so there must be some extremely inefficient handling of data between server and client. If anyone wants to help test this theory, hit me up.
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I think most people should be fine, given that Ylands is supposed to be runnable on phones. If your PC is slower than an average phone, then you shouldn't expect it to be able to run games very well. Just my 2 cents.
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Very interesting, I always thought the map size limit was due to performance issues
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The issue hasn't been player feedback historically, it has been that the feedback wasn't really acknowledged or acted upon. Players have been shouting about improvements to explore for years, and if anything, it got worse. The devs have recently stated how focusing on the editor was part of the bigger plan to improve explore all along, however this was never communicated once during the past 3 years. I think the forums have remained surprisingly civil given the circumstances. We are finally seeing some long awaited upgrades to explore, and the devs have communicated a clear focus on further improvements. There's finally some light at the end of the tunnel! (let's just hope it doesn't go the way of Metallica's "No leaf clover"....)
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How would that work with double voting? Someone can just vote 9 times on different platforms I'd put the polls in a notice as soon as you start the game, that way people can only vote once
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I have a suggestion for this for the next Q and A. Many games display blog post updates within a notice in the game's main menu. You can do this in ylands as well, pinning important forum posts (such as change logs, community polls etc) when players open up the game. This would also make more players aware of the forum.
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Welcome ?
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output_log_clean.txt output_log.txt
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@Misa_Bondejcgirl @ocnoglittle Turns out I'm just stupid! I found a small space where I could place the table, but it was difficult to find. Ignore this bug report!
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RESOLVED [YLD-29706] Certain corner roof tiles on my buildings have been tilted 45 degrees counter clockwise since last update
zarwil replied to zarwil's question in Bugs & Technical Issues
Just the spikes! Thank you! -
RESOLVED [YLD-29706] Certain corner roof tiles on my buildings have been tilted 45 degrees counter clockwise since last update
zarwil replied to zarwil's question in Bugs & Technical Issues
Pre-existing blueprints! The blueprint I'm trying to place has the same issue with tilted roof corners as well -
Can these be found in the world as of this update, or will you start adding such games in the future?
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Hahah you're not alone! It's pretty funny though that this game is marketed for kids while the core fan base is older than most games out there ^^
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help me to it!
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This game has never really had a marketing push aside from the initial E3 trailer, right? That's what got me interested initially, as I liked the art style. Hopefully you can do something similar again. You certainly can't rely on word-of-mouth for exposure at this point hahah ^^