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The game has old graphics so there´s really not much to expect but what you can do is restart you pc/mac whatever your playing on. And restart that like every 3 hours approximately. Gotta give a shout out to @Charles Warmonk for saying it on one of his streamsi notice my frames go from 60 to 40 which is odd given the game takes very little resources
is this just me or is it for everyone else?
i have a gtx1070
and a i7 7700k overclocked to 4.5
Changing the clocking won't help , mine varies from 35 - 62 depending on where I'm at , use to run between 54 - 62 in potco .i notice my frames go from 60 to 40 which is odd given the game takes very little resources
is this just me or is it for everyone else?
i have a gtx1070
and a i7 7700k overclocked to 4.5
I didn't overclock it generally for the game it was merely so you knew what specifications to the point i was running.Changing the clocking won't help , mine varies from 35 - 62 depending on where I'm at , use to run between 54 - 62 in potco .
The multiplayer part has always been sub par. Perhaps the 64bit may help. Perhaps not.It doesn't fix it, I have a laptop that exceeds the games requirements 12 times over and for some reason i still get horrible fps. Youll have the people that defend this game to the moon and back. But its just the game, its horribly laggy for some reason and the fps tend to drop randomly. Just have to deal with it until they can improve it.
To add to this, one can assume Disney knew wholly about the problem given the (POTCO) notifications plastered via loading screen (the tips/suggestions 'notifications') to which suggested that everyone log on/log off beyond a couple of hours of playing time.The multiplayer part has always been sub par. Perhaps the 64bit may help. Perhaps not.
Part of me feels it is because Panda on the whole was not designed to be a packet handling internet based graphic engine, but a designer and production engine for art and rendering. Not like unreal, which was designed ground up to be optimized for internet packet handling and bit flow stuff and more real time rendering tasks.
Like trying to shoehorn graphic rendering and power point into microsoft word.
Disney is all about disney and disney ownership. I would submit that panda at the time was chosen also for it's security and content protection capabilities. Not exactly for it's game play. It also sounds like disney never quite conquered the memory problems as well.To add to this, one can assume Disney knew wholly about the problem given the (POTCO) notifications plastered via loading screen (the tips/suggestions 'notifications') to which suggested that everyone log on/log off beyond a couple of hours of playing time.
It was quite the nuisance to deal with a lot of the "timeout" error kicks once you got busy playing the game and simply forgot.
FPS is almost never related to networking in fact its best to say its just not related. Panda3D doesn't even handle the networking for the game. Disney's OTP (Open Theme Park) server handles that. It was built with MMOs in mind, to handle many people connected all at once, and it is what Astron (TLOPO's networking solution) was built to mimic, utilizing publicly available documents and confrences Disney or Disney employees themselves publicly released.The multiplayer part has always been sub par. Perhaps the 64bit may help. Perhaps not.
Part of me feels it is because Panda on the whole was not designed to be a packet handling internet based graphic engine, but a designer and production engine for art and rendering. Not like unreal, which was designed ground up to be optimized for internet packet handling and bit flow stuff and more real time rendering tasks.
Like trying to shoehorn graphic rendering and power point into microsoft word.
A just question. Hopefully TLOPO devs do get the issue resolved. We all know they are trying.How can we beta test if we are dc'd all the time?
I'm sorry but this is just incorrect, confused with real facts at best. The graphics rendering does not await a response from the server every frame, every 2 frames, or even every n frames. It renders what it has at the given moment. If there is a lot of objects or effects on screen it will take longer to render that frame, therefore cutting into the frames you get in a single second (FPS - Frames Per Second). FPS drops whenever there are more players around simply because there are just more objects to render in that scene - complex objects at that. The server simply pushes data to the client on updating positions of things, telling it what to load in where, etc. and the game doesn't wait for a response with this data before it does anything. You might notice this when enemies suddenly freeze and stop responding suddenly, the FPS will not drop at all. Because the rendering engine doesn't wait for this information to be sent.I wouldn't disagree with any of that, except this --> "FPS is almost never related to networking in fact its best to say its just not related."
Frames per second is part and parcel to internet gaming. Graphics image rendering is processing whatever data is in the pipe at any one time. Everything hands off to everything else in processing and slow internet creates lag, which creates basically poor frame rates.
To try and separate these multiplayer processes like they are totally different and independent from each other is too simplistic and almost insulting to people. Regular none tech people playing tlopo with their fps meter on watch the fps drop 40 frames as the game lags when approaching a boss with even a minimum of 5 players and they just got done playing wow at 120 fps on broadband and we're supposed to believe it's graphics only? Then tlopo astron is struggling doing a job of mimicking.
Actually, fps is archaic. It's a throwback to analog times and screen rendering on crt's in lines of data. You used to refresh the screen so many times a second and the brain perceives it as moving images. Faster refresh, smoother action on screen. We're digital, everything is done full screen or page now. There really isn't a 'refreshing' of LCD, LED or OLED monitors. It's just easier to go with the older acronyms than trying to educate people to newer tech.
I've watched my fps drop in tlopo when people log in and out trying to meet. Last year I was on a low bandwidth connection and fps was 5.
Then I came on another broadband and the fps was a constant 20-30 which isn't great either. I've always have low fps on my window machine with tlopo. But I can go back and forth with the same machine on those two connections and get consistent differences between them. Sorry, low bandwidth, low fps, higher bandwidth, higher fps. For whatever reason. All these processes have to play together efficiently for a quality end result. And that's all that matters to the end user.
How can we beta test if we are dc'd all the time?