Max Whitehead
Max Whitehead
In a LAN game, one client is near 0, and other couple frames ahead, performance here is strong, latency is near 0. Not totally clear why one client is consistently...
And this is example of match making server run locally on same machine as two clients. Similar behavior to LAN. 
Running matchmaker / connection proxy on another machine in my home also produces lower latency, it seems like a good chunk of this problem is just latency between my home...
Closing this, is an old issue and I def have large latency to server. This will improve once multi-regions is implemented. The inbalance of prediction between two clients is something...
I was thinking this wasn't causing latency - but thinking about it more, if a frame takes 30-40ms, that means we won't queue next frames input for that long, which...
I know you posted about allocator / clone on discord, haven't had a chance to dig into it yet. Looking at how ComponentStore and Resources is setup is a good...
My plan was to make simple / hacky local changes, to get some numbers, not do any real memory / debugging work. I know Tracy supports memory profiling, unsure what...
With #848, we are now getting a frame involving six simulation steps at 33ms (vs 4 steps at 30ms in original post here). Progress! Average time of AdvanceWorld now reduced...
Here is a high-level breakdown of the costs of save game state: These percentages vary a bit in each call, but the bulk is cloning components, resources is cheap. Acquiring...
The good news, we are much faster in release builds! I think the differences in optimization between jumpy and ggrs in dev-optimized is actually adding a lot over overhead. Here...