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Ein Übersetzungsproblem melden
My question is how the game calculates the hit and the damage and where. Because the connection could influence to the advantage of one of the players.Just as a network connection influence every computer program, as I know from my experience as a software deverloper.
To reinterate units dont actually jump 2-3 square. Your ping time with the server make it seems like they do but they dont.
But if all the game desicions are calculated on the server, then can server load be and issue?
If all calulcations done by the server, jumping units can be caused by the fact that my systems calculates how a unit moves forward from the last position the game got from the server. Then after some time the server gives information about the new position. If the server position differs from the position my system calculated the unit would be it would correct this by jumping the unit. What I find strange is then my system would be so off that it's needed to jump forward all the units 1 square every 5 seconds. Like the units acqually move mutch faster then my system calculates.If my system used the same calculations as the server, they cannot be that off all the time during one game. I don't see this with every game. But when it's in a game, it's usually during the whole game.
On the subject of catapults yea they miss alot. Only way to use them is with a fan and even then its not something i like doing. Cost alot and doesnt really work.
Want something to be really upset about? I just lost a game i was dominating and about to win because my internet connection went poof. Thats a waste of 12 points or about 5 games for me. Thats an unfair advantage and free point to someone who didnt deserve them. We need a reconnect feature but thats never going to happen.
My impression is that bandwidth and latency plays a very minor role in causing the lag (and the subsequent graphics glitches). Client side GPU rendering however plays a huge role - noticed either when I have played on a poor GPU computer, or with a lot of GPU intensive processes in the background. So, my advice would be to ensure that you close all other applications before you load TW, and see if it resolves the issues.
As for the effects on the game: The game play is server side as Gallaorn says, which means there is no advantage on damage. However, the reaction time delay and the incorrect visualization of units can cause severe problems as it means you are unable to for example:
- Upgrade towers as fast as you would like
- Place towers in the correct place to kill off a stray unit in the beginning
- react quick enough on opponent moves (eg. ensing zooms or shielders) that require changes in maze lay-out
TLDR: Game is resolved on server side, Lag is annoying as hell and can cause you to lose games and lag is most likely due to client side issues with GPU rendering (or latency)
Intel core i73610QM 2.3Ghz
8 GB ram
Nvidea Gefoce GT 650M - 2 GB memory
SSD harddisk
I noticed that even when playing single player the game has problem rendering when there is a lot of activity. I'm don't think this has to do with my specs, but the game programming. Framerate can drop to 15 at those points. I therefor run at low graphics specs, eventhough my system should be able to handle it just fine.
I have a 100mbit fireoptics internet connection. With a 4 ms ping during test at for instance speedtest.net