Comments (2)
At some point, we will need to implement per-variable state caching to replicate only modified ones. The auto-generated network serializer functions can send bitfields with flags indicating which variables are being sent over.
Meanwhile, you can use Replication Hierarchy to reduce network usage by the game: https://docs.flaxengine.com/manual/networking/high-level.html#replication-hierarchy (reduce sync FPS for not very relevant objects, eg. based on distance to players)
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Sounds great, looking forward to that!
I've considered using the replication hierarchy, but lowering the FPS will not do for a strategy game I think, because there might be hundreds of units that don't need updates but will be updated nevertheless. So the only option I could think of would be to set the FPS to -1 and flag objects dirty manually whenever a property changes.
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Related Issues (20)
- [Suggestion] Make inter-scene references more explicit HOT 1
- Assertion error on startup HOT 2
- Transparent, Additive and Multiply materials is not reflecting the SDF world. HOT 9
- Ui elements taborder
- Spline options error if Large Worlds is enabled
- [BUG] AssetReference serialization is incompatible between C# and C++ HOT 1
- Scene Animation Rendering Utility - Play VS Edit Mode HOT 2
- Animate material parameter with scene animation HOT 1
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- [Feature Request] Pressed, Pressing and Released - Like Events for Input Axis
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