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The DCS “server”


Mr_sukebe

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Here’s one for thought.

We know that there’s a stand-alone server on the way, which suggests the ED Will disentangle the game logic from the graphics logic.

That rather infers to me that we may also be able to either:

- get the main game to split logic paths to different CPU cores

- to locally run a server as one instance, allowing it to control logic and AI, then a 2nd instance of the game that can focus most of its efforts on visuals

 

Thoughts?

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On my phone right now otherwise i could show you some links.

Ed guy's have said there main focus from my understanding is they have seperated the simulation engine from the graphics engine and yes will work like the client server approach inside dcs. This also possibly works in with Vulkan api too.


Edited by David OC

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Here’s one for thought.

We know that there’s a stand-alone server on the way, which suggests the ED Will disentangle the game logic from the graphics logic.

That rather infers to me that we may also be able to either:

- get the main game to split logic paths to different CPU cores

- to locally run a server as one instance, allowing it to control logic and AI, then a 2nd instance of the game that can focus most of its efforts on visuals

 

Thoughts?

 

 

exactly. if i remember correctly wags mentioned a server-client architecture also for single-player and that would mean a significant seperation between logic/AI and graphics/physics.

 

 

however i think it is save to say, that physics and graphics would still run in a single instance, as the server will probably not run client's physics for obvious reasons.

i would therefore assume that we will see performance improvments mostly on big missions with large amounts of AI or large amounts of MP clients.

would still be very wellcome! :)

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