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Re: PROJECT: Namalsk 0.73 (with bloodsuckers and so on)

Posted by DayZ_SP on Jan 21, 2013; 6:14pm
URL: http://kodabar-dayz-daizy-single-player-forum.163.s1.nabble.com/PROJECT-Namalsk-074-1-7-5-1-tp1885p2546.html

The reason SP performs better than MP even though your computer is having to do all the work is because DayZ and most other ARMA 2 mods are CLIENT SIDE mods.

So, when a Zombie spawns it is ONLY on the client even though the server registers it as well. What slows things down is in fact latency a.k.a. lag, between the server and the client.

Anything that happens on the server also happens on the client and must be relayed back and forth like normal MP games. The big difference and the thing that makes ARMA 2 multiplayer games inefficient is every single thing has to be double checked and confirmed BEFORE it happens on the client side. This is also why the game is so unsecure. Clients (hackers) can interrupt the code being sent BACK to the server and change the whole dymanic of the game e.g. spawn items that have been banned, etc. This is just because ARMA 2 has always been open source to allow modding in the first place (and because most ARMA 2 players used to be chronological adults such as military vets, law enforcement personnel, etc. who wouldn't even think of cheating for obvious reasons).

Another factor is the hardware the server is running on as well. Many are unofficial servers not hosted by professional hosting companies and are underpowered given the amount of players they might be set up for.

By the way, those launch paramters are useless.

ARMA 2 automatically makes the best use of whatever hardware you have. Also, it will never use more than two (2) cores regardless of how many physical, or virtual cores you might have, eitherl. That's another reason the game is inefficent compared to modern game engines as well.