Isn't it weird that TWI keeps adding content despite...

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Kaly

FNG / Fresh Meat
Oct 24, 2012
348
0
0
UK
Every texture, mesh, static mesh, animation, sound, - eat memory on CLIENT. Pickup is a little object that isnt wasting much memory. And even with this giant using of memory, modded servers can be normally played. Standart server - even more so.

Because the server covers most of the major tasks for the client. That is why single player takes up so much damn resources and why it usually freezes for me for a second each wave. because my computer is doing the tasks not a server.

I can actually set the amount of zeds on my server to max and not lag as much as i do in single player because the client is not having to rely on the hosting resources for the game. (I don't do it because thats overkill)
 

Gartley

Grizzled Veteran
Dec 27, 2010
2,340
349
83
UK
www.wildcardproductionstudios.co.uk
Honestly no it wouldn't but small engine tweaks from time to time couldn't really hurt.

Ehh, read my response about ball of mud development.

Because the server covers most of the major tasks for the client. That is why single player takes up so much damn resources and why it usually freezes for me for a second each wave. because my computer is doing the tasks not a server.

I can actually set the amount of zeds on my server to max and not lag as much as i do in single player because the client is not having to rely on the hosting resources for the game. (I don't do it because thats overkill)

And what? I think you don't understand how it works. The only thing a server handles is the state of the game. Who's alive, at what health/status, where they are, what the score is, where x zed is. etc and ensures that data is synced across all clients.

Edit: Also what people seem to not grasp is this was NOT the only thing TWI did in it's 'memory mission'. It's the only thing YOU can see but it's not the only thing. Weapon clean up is part of something larger. <- And not in sense of a conspiracy before someone jumps on that idiotic idea.
 
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Dr_Killjoy

FNG / Fresh Meat
Sep 30, 2012
260
0
0
Ehh, read my response about ball of mud development.



And what? I think you don't understand how it works. The only thing a server handles is the state of the game. Who's alive, at what health/status, where they are, what the score is, where x zed is. etc and ensures that data is synced across all clients.
The most of calculations and "decisions" are made on the server, yes, the game resourses eat client memory, but server is busy more than client. I cannot normally run a server on my computer, but can play on middle settings without serious problems.
 

Kaly

FNG / Fresh Meat
Oct 24, 2012
348
0
0
UK
Weapon clean up is part of something larger. <- And not in sense of a conspiracy before someone jumps on that idiotic idea.

tumblr_m4r6siYXSE1qf9798.jpg

Tripwire are actually aliens using a video game to enslave the universe. The memory cleanups are to make sure their plans for global domination are to not be ruined by basic problems.

On a serious note I just realized what I said without thinking about the whole issues with hardware on a client and on the hardware on a server. my bad. I immediately went to assumptions without taking a long think about it. Since I pretty much run a local game on mc without changes and get a horrible amount of frame drops and memory consumption but when i run it through a server I do not get any frame issues and my cpu is fine. (Not on the same machine).

The whole reason i said what I said is because I assumed with a single player game or listen game the client has to do the tasks itself while on a dedicated server not on THE SAME machine means the client doesn't have so much pressure on his computer. (the client being the host)
 
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Benjamin

Grizzled Veteran
May 17, 2009
3,650
635
113
France
I think the whole point of keeping as few pickups around as possible is so that their textures don't need to be loaded into memory all the time, although considering precaching is on by default surely they are loaded anyway? Or maybe the weapons don't constitute the media that is preloaded.
 

Gartley

Grizzled Veteran
Dec 27, 2010
2,340
349
83
UK
www.wildcardproductionstudios.co.uk
I think it is a case of:

If a player is using weapon A and drops a spare weapon A. No problem.

But if the player is using weapon A and drops a weapon B that's two weapons now loaded into active memory.

So the pickup's themselves do not constitute much in the memory pool, but if you have 6 supports all with AA12s and HS you don't have much memory used compared to say 6 mixed perks all with perked weapons.
 

Teraku

FNG / Fresh Meat
Oct 29, 2011
575
11
0
Netherlands
steamcommunity.com
I dont understand why they choose drop pickups to free memory.

I dont think pickup use much of memory. Need to make test mutator... Spawn 100 KFKnifePickup.. and look and memory usage... Will check it today evening maybe.

I dont think that 100 KFKnifePickup make any sense.
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and even if so... need to optimize, but not just drop..

Make shared green texture for all pickups. Make it not so detailed modes with lowest as possibl polygons.
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i think the reason they do it is some kind of Rebalancing, making game a little bit harder.... instead of real ammo-cost-weapon-strength rebalance, they choose this way.

From their side its much more easire to explain for community this desigion is to say "its because of memory limit" - to avoid any discuss from community.

Wow, I think you might actually be on to something. TWI opted to fix an issue by just doing this instead of actually fixing the balance.

That's just low, TWI. That's the same stuff Valve pulled when they walked out on Left 4 Dead and L4D2 completely.

They're going to add even more content during Christmas, but sadly people like you will complain about that too...

Yeah, look at us complaining about new content. We are obviously complaining about new content and not the game slowly being ripped apart by memory conservation. Totally.