Interesting QW info in the new GameBiz Article...


(grudgebearer) #1

http://www.gamebiz.com.au/previews.php?action=display&content=537

Thats the full article, no new pics but I thought this info was quite interesting…

[i]ETQW’s networking system uses a new approach called Area of Relevance which means the system only transmits the data that is necessary based on your distance from a target; for example, you don’t need to know how many grenades someone is carrying when they are a mile away. This keeps the network stream efficient, and allows the advanced physics and rendering right to the horizon to co-exist with multiplayer combat.

ETQW gives players previously unseen team play game play with the new ‘Solo Assignment System’ which ensures that regardless of whether you know which combat role you’re playing, what weapons you’re carrying, or what your team objectives are, you’ll know where to go, what to do when you get there, and what your reward will be for victory. This coordinated team play system evolves as you use it and your character advances, to provide the infrastructure for a significant improvement in interface and communications for fire-teams[/i]

Grudgebearer


(Joe999) #2

is there something different in ET than this so-called “area of relevance”? i thought the netcode would be already in ET this way.


(grudgebearer) #3

Huh, I was under the impression that ET just uses the Q3 netcode.


(B0rsuk) #4

More specifically, W:ET is said to use Team Arena netcode.


(SCDS_reyalP) #5

In Q3, this is closely tied to PVS, which doesn’t work well for wide open maps. Also, it is all or nothing. Either your client knows everything it can about a given entity or it doesn’t know anything at all. It sounds like ET:QW sends less information about someone who was far away (for example, for someone barely visible in the distance, you might only really need to know their position, while for someone close up, you would need to know their current weapons and ammo to draw all the nifty stuff on their model)

Of couse, this sort of system doesn’t help the worst case scenario, where all the players are in a massive close range firefight.


(SniperSteve) #6

It doesn’t help the worst case, but all the other times it will improve gameplay. Even the smallest bit of cut back in the network usage can mean a big difference.


(Joe999) #7

ah, that makes it clear. thanks.


(baff) #8

the netcode sounds scaleable to range.

previous netcodes have transmitted all the data if you are in the AOI area of influence.
so previously, if you could see him as a pixel on the horizon or even just hear him in the next room, all his data was transmitted, including the number of grenades. Since those grenades are not going to be drawn anyway at that range there is no need to send them.

This optimisation is a new one on me.

Servers will need more CPU power but less bandwidth.


(SniperSteve) #9

Which means more players per map and less lag. :smiley:


(Sauron|EFG) #10

Less than what? I doubt it will use less bandwidth than ET, and like reyalP said it won’t help in crowded places.


(SniperSteve) #11

less lag than if that code wasn’t there. :\

And yes it will help in crowded places. Everyone one is all around you, some behind walls and in buildings, it doesn’t need to send you the info on how many frags/ammo he is holding, etc., if you can’t see him. This way you request the info when you come within a certain distance of the person or can see him. If this is the way it works it will help a littile in crowded areas.