Forum Multiplayer 60 FPS

Discussion and help relating to the PlayerIO Multiplayer API.

60 FPS

Postby Astrovolts » February 8th, 2018, 7:28 am

Greetings,

PlayerIO is amazing - it gives a lot of freedom to the developer by removing time consuming and annoying tasks.
I love this platform and what it offers, I do not like that we cannot go above 40 FPS. It is crucial for my game that I have 60 FPS, which begs the question do I want to continue using playerIO or strike out on my own?

If I could possibly have a compiled version of the development server setup to be able to run at 60 FPS, that's one solution that would allow me to use this as the platform for my upcoming MMO.

The other, perhaps more obvious solution - Is it possible to implement 60 FPS onto the current system?

Cheers,
Astro
Last edited by Astrovolts on February 16th, 2018, 12:52 am, edited 1 time in total.
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Re: 60 FPS

Postby Henrik » February 13th, 2018, 8:06 pm

Hey Astrovolts,

How is PlayerIO limiting you from going at 60FPS? Are you tying your framerate to server messages or something?
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Re: 60 FPS

Postby Astrovolts » February 14th, 2018, 11:08 pm

I need to simulate everything serverside at 60 FPS.

I use timers for update loops. AddTimer(time, callback)..
We're limited to the minimum of 25 ms (40 FPS).

I'm making a completely authoritative server.
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Re: 60 FPS

Postby Henrik » February 18th, 2018, 7:35 pm

Hey,

That's probably a really bad idea, because you will need to use interpolation on the clients so they don't have to wait for the server, otherwise it's going to be a really jerky experience depending on your network distance to the server.

It'll work great for you while you're developing and running on your local machine, but for multiple players, on a live server, over the internet, it will probably look and feel pretty bad.
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Re: 60 FPS

Postby Astrovolts » February 21st, 2018, 4:28 pm

Is there an alternative way to simulate code?
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