There are stability checks that run when the server boots up, when a player is building or when something destroys a building piece, but that’s basically it. Like the previous two categories, they have to be loaded into the client from the server and they have to be rendered, but they have almost no logic the server has to run. However, they don’t have any complex logic that has to run on the server. The most expensive of those involve lighting and animation on the client, such as torches, banners or crafting stations with thralls. Of all of these, only followers can be placed by players, which is why Funcom placed a cap on the maximum number of these per clan. They also have animations and physics that have to be run on client and, depending on the tech, maybe on server. They have AI, which has to be executed on the server. Followers, NPCs and creatures are the most expensive. When it comes to things that affect server performance, there are three categories to distinguish: Thanks for clearing that up, but we both know that’s not what I’m talking about. Yes, everything has some impact on server performance.
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