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/vr/ - Retro Games

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>> No.6417745 [View]
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6417745

>>6404805

Main Dev when asked about Syncing AI

"Reverse engineering time and the local AI fighting against you.

Example

You can see the AI fighting against the sync even with zero latency.
So we'd have to disable the local AI without removing the actor from play, which involves replacing its main function pointer with another one.
That part isn't super hard, but then the sync has to be flawless or things are likely to crash on more complex creatures.
A good example of this is bosses. If you don't do exactly as their normal kill routine does to the letter you'll get some bizarre behavior leading to a crash.
Which in most cases involves things outside of the boss itself.
There is also the consideration of bandwidth usage/CPU. If you sync every enemy now you have updates for all of those all the time.
The server-side systems already strain under the existing load at prime time."

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