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Why do you think its CPU? Also is it overclocked and how are temps looking.
128 players is more demanding on hardware but also network vs 64 players.
/Atic
Hi @EA_Atic,
Bandwidth (transmission capacity) IS the amount of data that you are able to transfer in a second. Ping measures how fast the data can get from your device to the other end and you get an acknowledgement back.
So, I can have high bandwidth and high ping, which would cause the famous "lag". I can send/receive large amounts of data but it arrives "late."
I did see a few instances of this with characters running but, if you look carefully, most of the time they don't teleport back, only forward. They just disappear (missing data or skipped processing?) and continue fluidly.
In my case, I have high bandwidth and low ping. So, I can send and receive high amounts of data and communication between my computer and the server is very fast.
That's what is causing me to believe that this problem is not network related and more of a CPU optimization problem.
I've played games that have serious CPU performance issues, an example is Escape From Tarkov. I've played it locally to eradicate the network as a problem and due to badly optimized code, there are episodes of video lag or unresponsiveness.
My CPU is never over 70% while streaming and gaming. I usually have between 33-66 degress celsius in temps as I have water cooling. My CPU is not overclocked.
Now, the only symbol that I constantly see is the "Low FPS" symbol. But, if my graphics card is within the recommended settings, it can't be that the graphics card is no able to cope with the video rendering. In fact, the rest of the video is rendered perfectly but not the "buggy" players and interactions with them (so, calculations of movement, interactions, or hits).
I am not sure how the engine for this game works but the CPU should be the one doing the calculations, for example:
1. Where the players are
2. Interactions between players (shots, knives, grenades; hitting the player boxes)
3. What events should be triggered (explosions, tornado, building destruction, etc)
It should then notify the graphics engine to actually display that.
It seems to me like the problem is with that communication because the CPU is somehow maxed out or not able to process all the data in time and it notifies the graphics engine late or totally skips some of it.
Hope I explained myself clearly. Just trying to help here.
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