Hi everyone,
Beta 3.04 should be with you in the next 15 minutes - 16:00 GMT
Essentially, this update should improve the multiplayer performance of the game.
Please let us know if it improves your experience, and let us know if it brings in any new issues. Thanks again for playing, filling out tickets and letting us know about your experiences with the game.
The full change log can be seen below, in all its technical glory:
- Reduce disconnect output for better tracking
- Additional telemetry for character mismatch issues
- Reduce replication telemetry
- Reduce debug output for authority transfers
- When acknowledging replications, don't queue a backlog, instead send the most recent one once
- Re-instate packet flow control regulation
- Correctly rank a machine against other machines after its sent its first parcel in a frame
- Apply network bandwidth limits in all versions of the game
- Improved method for tracking server disconnects
- Remove replication output when there's a targeted ship, especially bad if there's a ship being given a bad day by a space station
- Don’t send new object letters more than once for the same event
- Remove unneeded output when going live on a server
- Send server telemetry early if we're getting excessive load, so the load-balancing can stop sending us new players
- Enhanced network performance telemetry
- Better network letter compression
- Ignore an incoming start server request if the server hasn't finished initialising
- If the receiver of an authority transfer causes the object to die immediately (eg its too far from the object) then clear down the authority transfer attempt
Thanks again,
Ed (and the development team at FD)
Beta 3.04 should be with you in the next 15 minutes - 16:00 GMT
Essentially, this update should improve the multiplayer performance of the game.
Please let us know if it improves your experience, and let us know if it brings in any new issues. Thanks again for playing, filling out tickets and letting us know about your experiences with the game.
The full change log can be seen below, in all its technical glory:
- Reduce disconnect output for better tracking
- Additional telemetry for character mismatch issues
- Reduce replication telemetry
- Reduce debug output for authority transfers
- When acknowledging replications, don't queue a backlog, instead send the most recent one once
- Re-instate packet flow control regulation
- Correctly rank a machine against other machines after its sent its first parcel in a frame
- Apply network bandwidth limits in all versions of the game
- Improved method for tracking server disconnects
- Remove replication output when there's a targeted ship, especially bad if there's a ship being given a bad day by a space station
- Don’t send new object letters more than once for the same event
- Remove unneeded output when going live on a server
- Send server telemetry early if we're getting excessive load, so the load-balancing can stop sending us new players
- Enhanced network performance telemetry
- Better network letter compression
- Ignore an incoming start server request if the server hasn't finished initialising
- If the receiver of an authority transfer causes the object to die immediately (eg its too far from the object) then clear down the authority transfer attempt
Thanks again,
Ed (and the development team at FD)