Is it just me or does it look impossible for a game like cellfactor to work online? I'm sure the video they are showing around was made on lan and it does indeed look hella fun but will we ever be able to do this online even when every gamer has a PPU?
In the source engine the physics that effect game play(Picked up by gravity and shot at opponent) are all held server side so that every player is part of the same physical action and reaction. The non-gameplay physics such as ragdolls are not held server side and do look different on everyones computer.(I noticed this in lan parties) I'm wondering how much of an improvement can cellfactors network code really be. The source engines physics seem to get stressed very easily online. In BF2 I think all the physics are client side.
Does this mean that there will have to be a server side PPU? Can a PPU on the server calculate everything for everyone first and then send it off to all the other ppu's so that they recreate it?
In the source engine the physics that effect game play(Picked up by gravity and shot at opponent) are all held server side so that every player is part of the same physical action and reaction. The non-gameplay physics such as ragdolls are not held server side and do look different on everyones computer.(I noticed this in lan parties) I'm wondering how much of an improvement can cellfactors network code really be. The source engines physics seem to get stressed very easily online. In BF2 I think all the physics are client side.
Does this mean that there will have to be a server side PPU? Can a PPU on the server calculate everything for everyone first and then send it off to all the other ppu's so that they recreate it?