
| Key: |
VWR-3006
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| Type: |
New Feature
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| Status: |
Open
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| Priority: |
Normal
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| Assignee: |
Unassigned
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| Reporter: |
Smiley Barry
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| Votes: |
1
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| Watchers: |
2
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Know those "digging" people and physical objects when you're in deep, sticky lag? Well, after some time playing World of Warcraft, I saw how they minimize lag inconvenience, and it's awesome.
The idea is, the client calculates physics as well as the server, so people will move smoothly on your side, with the minimal of side-effects caused by lag. There are no drastic object physics calculations like in Second Life, so the performance is swell. If you're worrying about trouble in physics overload areas, an option for a max of objects to be calculated or CPU percent usage could be set. Or you could disable it for objects entirely, as avatar physics are very simple.
This proposal supports VWR-3007, which allows avatars to move normally even during lag, by local physics calculation.
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Description
|
Know those "digging" people and physical objects when you're in deep, sticky lag? Well, after some time playing World of Warcraft, I saw how they minimize lag inconvenience, and it's awesome.
The idea is, the client calculates physics as well as the server, so people will move smoothly on your side, with the minimal of side-effects caused by lag. There are no drastic object physics calculations like in Second Life, so the performance is swell. If you're worrying about trouble in physics overload areas, an option for a max of objects to be calculated or CPU percent usage could be set. Or you could disable it for objects entirely, as avatar physics are very simple.
This proposal supports VWR-3007, which allows avatars to move normally even during lag, by local physics calculation. |
Show » |
made changes - 09/Nov/07 10:05 AM
| Field |
Original Value |
New Value |
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Description
|
Know those "digging" people and physical objects when you're in deep, sticky lag? Well, after some time playing World of Warcraft, I saw how they minimize lag inconvenience, and it's awesome.
The idea is, the client calculates physics as well as the server, so people will move smoothly on your side, with the minimal of side-effects caused by lag. There are no drastic object physics calculations like in Second Life, so the performance is swell. If you're worrying about trouble in physics overload areas, an option for a max of objects to be calculated or CPU percent usage could be set. Or you could disable it for objects entirely, as avatar physics are very simple.
I have another idea, which i'll list here later, after I write it. It minimizes the problems when attempting to move during lag.
|
Know those "digging" people and physical objects when you're in deep, sticky lag? Well, after some time playing World of Warcraft, I saw how they minimize lag inconvenience, and it's awesome.
The idea is, the client calculates physics as well as the server, so people will move smoothly on your side, with the minimal of side-effects caused by lag. There are no drastic object physics calculations like in Second Life, so the performance is swell. If you're worrying about trouble in physics overload areas, an option for a max of objects to be calculated or CPU percent usage could be set. Or you could disable it for objects entirely, as avatar physics are very simple.
This proposal supports VWR-3007, which allows avatars to move normally even during lag, by local physics calculation.
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made changes - 22/Dec/07 02:03 AM
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made changes - 22/Dec/07 02:14 AM
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made changes - 22/Dec/07 03:08 PM
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made changes - 22/Dec/07 03:31 PM
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made changes - 22/Dec/07 08:19 PM
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made changes - 22/Dec/07 08:43 PM
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made changes - 22/Dec/07 09:36 PM
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made changes - 22/Dec/07 09:58 PM
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made changes - 12/Aug/08 10:13 AM
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made changes - 13/Nov/08 11:01 AM
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made changes - 13/Nov/08 11:17 AM
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made changes - 13/Nov/08 04:33 PM
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made changes - 13/Nov/08 04:47 PM
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made changes - 13/Nov/08 04:59 PM
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made changes - 13/Nov/08 05:09 PM
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made changes - 13/Nov/08 05:27 PM
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made changes - 13/Nov/08 05:47 PM
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made changes - 13/Nov/08 06:01 PM
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made changes - 13/Nov/08 06:22 PM
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made changes - 13/Nov/08 06:40 PM
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