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  #1  
Old 01-28-2003, 11:33 PM
Zante
Fire Beetle
 
Join Date: Jan 2003
Location: England - London
Posts: 8
Default Should EQEmu be doing this?

I play on the "Dark Chaos Reborn Server" now under the name "Forever Hacking"

Just wanted to point out that some nasty lag spikes occur when the server(s) caters for over 14 individual users. I remember 5 years ago, when I still used dial up, running a UOX server emulator and my bandwidth being more than enough to accommodate 14 users.
I stopped playing official EQ just after velious went gold so I don't know what changes they made regarding net code.

Is current EQ really this bandwidth hungry? Or is there some other cause (like these forums running off the same line)?

I posted here because it's not really a bug and it can't contribute that much to development as the lag is already evident.
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  #2  
Old 01-29-2003, 12:14 AM
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fnemo
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Join Date: Dec 2002
Posts: 354
Default

EQ needs a lot more bandwith than UO.

All UO stuff was in 2D. EQ is in 3D. Tahts the main point.
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  #3  
Old 01-29-2003, 12:18 AM
Zante
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Join Date: Jan 2003
Location: England - London
Posts: 8
Default =)

Ultima Online had 3 axis just like Everquest fyi =)

Those coordinates were updated regularly in order for combat detection to be accurate.

As far as I know rendering is done client-side in Everquest so that shouldn't cause net lag.
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  #4  
Old 01-29-2003, 12:27 AM
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fnemo
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Part of rendering is done client side. Thats why you have to change clip-plane, reduce spell effects ...
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  #5  
Old 01-29-2003, 12:31 AM
Zante
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Join Date: Jan 2003
Location: England - London
Posts: 8
Default

Odd. I'd have thought all rendering was done client side. All the server should, ideally, do is tell the client which entities to render. =/

So what rendering is done server-side?
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