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So JUST from waypoints it is 1,120 'arbitrary' limited number of statistical points that the server has to keep track of.
IDK.. color me stupid.
In addition to that, your dino tracking, player tracking, and other map features... yeah. nah dog, must be no reason at all to limit waypoints at all.
It doesn't make any sense for all waypoints to be sent to every other player when only the player who has created them will see them/be managing them. So the number 1,120 waypoints doesn't matter. Because it should all be handled client side. The server doesn't need to know about the waypoints each client has because it can do literally nothing with them.
The tracking of different things also would just be an entirely different feature set from the waypoints - just using a waypoint to display that on the map. The tracking *would* be relevant to the server and have to be done server-side, however then the data could be sent back to the client to update a client-side waypoint. Waypoints are the exact type of light-weight feature that people could use hundreds of with little-to-no performance impact.
Also - I am playing on Single Player. There is even less of a reason for a limit on Single Player.
It could be performance related for the CLIENT side, sure. I doubt it, though. I imagine it has something to do with how the new map system itself is handled. IE, it's possible that more waypoints might cause the waypoint system or the map itself to break in some way. Not sure.
It's all well and good saying 16 is an arbitrary number but you have to remember every game is juggling hundreds of memory intensive features and cuts/limitations have to be made. Like someone else said
Not just that but each coordinate has an X and Y value.
Also way more that's too many to list tbh.
If the devs wanted their game to be even more unplayable than it already is then they could have added all these unlimited features but you'd quickly see players complaining about trolls spamming this or spamming that to lag out servers.
Waypoints are 100% done client side. If you join a server & set some waypoints, then leave & load up single player you will have the exact same waypoints. Server has nothing to do with it. lol
Quoting other users whose points were proven invalid by the fact that these are all set/stored client-side simply to try to prove your point which is the same as theirs is correct only makes you look like a fool. A few players have already mentioned these are not stored in the server which can be proven by joining any other server to see that the waypoints you set up on a previous server are still there (for that matter make waypoints on an official server only to leave and open a solo game to get the same result). Because it is all stored and dealt with locally it is IMPOSSIBLE for it to lag/crash servers (otherwise I could crash servers right now by opening a million tabs in this browser while playing on a server). Think of it as each person who owns the game has their own worker working on things. Overloading your worker will not have any effect on the workers other people have (that is the simplest explanation I can give to someone who clearly has no clue how servers work). I suspect it has more to do with the fact that tracking all of the waypoints at the same time so all of their markers show on the screen when the map is closed can be intensive/problematic but the solution to that would be to limit how many waypoints markers it will allow you to track at a time. Simply opening the map and clicking on a waypoint will track it using the marker and clicking a waypoint you are currently tracking like that disables the tracking. Using that system which they already have in place would be enough to prevent it from being extremely intensive. That said, I agree that there should be some limit on how many you can make but I feel that should be at least 50. Hopefully, someone can/will make a mod to fix that.
Dont center the game on MP then. Solved!
Each waypoint is going to have several bytes of data for the text string. One to two bytes per character is typical. If each waypoint can have 100 characters at two bytes each (UTF-16), that's 200 bytes. Each coordinate is likely 64 bits, or 8 bytes. That's 216 bytes, or 224 bytes if we add a vertical coordinate.
There are also a couple bytes for things like icon (1 byte lets us address 256 icons, while 2 bytes lets us address over 65000 icons) and color (3 bytes, one per color channel, is typical RGB encoding).
Regardless of specifics, we can easily fit each waypoint into 256 bytes. Every kibibyte (1024 bytes) is 4 waypoints.
A single mebibyte can hold over 4000 waypoints, and a gigabyte can hold over 4 million.
Even a 16 GB memory kit can easy handle literal millions of waypoints.
CPU wise, those waypoints will take a bit of power to iterate through, search through, etc. But I still routinely deal with datasets larger than that with minimal issues and I'm not even a good programmer.
The biggest issue here would be trying to activate 4 million concurrent waypoints then do the math to paint them onto the screen. Since it's likely CPU work, it will be a bit inefficient and probably cause notable framerate issues. But then, activating 4 million concurrent waypoints isn't very useful, so I think we're okay. And if you have a beefy CPU, I don't think it will hurt you too much.