![]() So it is a much more fair comparison than the other games. There are more similarities between ARMA and EFT than there are dissimilarities, compared to those other games. I've ran many ARMA-servers over the years, I am certainly aware of the many strengths (and disadvantages) of that engine. I understand Tarkov works on unity and is not exactly "basic" but so is game like ARMA3 that basically handles so many more things a little bit better around the corners (ballistics, recoil, hitboxes, sound, turning your head for more than 30 degrees ) So if we compare this game complexity to ARMA 3 complexity, should we say that ARMA 3 is way more complex because it has active 24/7 AI on map that is way bigger and way more complex scripts as AI can fly/drive/build garrissons depends on mods and have like 100 people on server at same time?ĭid I mention that Arma 3 ballistics also include wind sway and work way better with scope zeroing that it does in tarkov? (higher magnifying than scopes actually have - EFT) Remember, you are comparing one of the most successful and powerful developers with BSG. ![]() PLUS activision has a completely different relation of servers available. the complexity of the logic of the game is completely different. why are you still arguing? and questioning the testimony of someone who has the know-how? I don't understand people like you lol. you know nothing about programming and synchronicity. Once again thank you very much for your response.īro. But I know your just trying to convey a message of its super difficult, and we are working on it. I know I am coming off sounding like a whiny little cutie so I will just take your word for it, even though I do think your over simplifying the complexity of a game like warzone that has to do a lot more than position and bullet damage times 150 client connections. I can't express how much I appreciate it and I do love the work that you and your team is doing. Thank you so much for responding to my post. The next map release, Streets of Tarkov will offer up to 40 simultaneous players, so certainly this will be optimized. This is something the developers are quite aware of and are working continuously to improve. With this said though, Escape From Tarkov still needs work with its network code. Furthermore, also syncing AI that also have these details simultaneously all creates quite a different situation.īottom line is that Tarkov needs to handle a larger multitude of calculations than the games you mentioned. This, including the much more detailed hitbox data, as well as external factors, synchronized mechanics of wounds (affected animations) and movement data increases the depth and complexity. However, Escape From Tarkov has much more complex ballistics also depending on weapon type, bullet type, and weapon parts. The game is quite different in part due to what it needs to sync, and it indeed syncs quite a bit more than all of the games you mentioned.Ĭreating a multiplayer game that only syncs positional data as well as how much damage a bullet does to a target if struck is quite simple, and doing so allows for much more fluidity. The reason why Escape From Tarkov is more complex in terms of network code is due to the multitude of sync factors that need to happen between server and client.
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