I think you really need to play it yourself before jumping to conclusions
at least big action can recover from low tick rate and works fine~ make a try~
https://sandbox.enlisted.net/post/lIXaTtfV9x0bZT61/
yes big action performs some tricky optimizations so it doesn’t go into low frame rate mode.
Based on these optimizations, I pay more attention to the performance values of server load and phyloss (I don’t know exactly what phyloss is but in some cases some flickering will occur if this value is high).
At present, I try to optimize all parameters as much as possible
Note that the number of vehicles and vehicle wreckage is a common killer of server performance. Placing a large number of vehicles in advance will waste server resources. And more and more infinite vehicle wreckage will eventually kill the server. Because they are all some kind of physis simulate computing entities
In big action, vehicles are not preset on the battlefield, but are deployed by players themselves. At the same time, vehicle wreckage and any structures will be automatically clear within a specific time. Prevent the server from wasting resources.
And also need to add some mechanism to automatically clear any idle vehicles
While there are still not many battles that completely fill up the player base, in 99% of cases, big action can work well, and it is a testament to the fact that at least one large 20vs20 battle can be run.
However, in some extreme cases, excessive server load may cause the entire game room to collapse. I have encountered this 1 or 2 times. Later, I reduced the number of players to 20vs20, reduced the number of players’ vehicles, and reduced the vehicle wreckage destruction time. At present, I think it is a relatively stable and smooth game environment parameter.
I think that most of the time, a serveload below 100%~200% can be considered to be working well. I have checked 10vs10 arcade games. Arcade games will probably also fluctuate at this value, although the average value of big action will be higher, but Overall he can work well
Some optimization are very monkey and unconventional. It is difficult for me to disclose all of them, but you can ask me privately.
But in general, large-scale, stable and smooth battles of 20vs20 or even 25vs25 are feasible.
Of course this is all thanks to the good game engine code of gaijin engine and DF, their game engine can really support this, I think official can do better.
I think the CRSED/Enlisted game engine is designed for huge and rich game scenes. The size of the multiplayer game map is one of its main highlights.