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[Suggestion] Possible Optimization for item message spamming (and cheating?)
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Description

Since I'm not the only one experiencing huge performance lags when in the direct vincinity of bigger collections of loot, I've thought about possibilities to optimize the server messages telling the client whats next to it.

First of all, I'm definetly not in the possition to tell the devs at BI how to code nor do I have sources or PDB's to verify my presumptions about data structures and already assigned issues - just guessing and suggesting.

Basic Idea:

  • Only transmit itmes that are visible to the player

Exceptions:

  • Items that emit light, sound or smoke perceptible by the player
  • covert Items that cast shadows into the players view-box
  • Items that affect the players stats (bullets)

Ideas concerning inventories of other players:

  • Only "top-level" containers like clothes/holsters/visible weapons/backpacks need to be known to other players clients
  • Items carried arround within them don't (since not visible)

Items laying around at loot-points:

  • Only items that are in direct line of sight (with the exceptions from above) need to be known to the client
  • Items behind walls or doors don't

Details

Legacy ID
2311929424
Severity
None
Resolution
Open
Reproducibility
N/A
Category
Performance
Additional Information

I've seen several videos of cheaters using overlay-tools to see itmes and players. (This is the base of my assumptions)
The visibility-approach is a chance to take some fun out of the lifes of this script-kiddies and possibly leads to higher performance for honest players.

Keep on the good work and have fun coding ;)

a fellow dev

Event Timeline

Agilov edited Additional Information. (Show Details)Mar 6 2014, 6:44 PM
Agilov set Category to Performance.
Agilov set Reproducibility to N/A.
Agilov set Severity to None.
Agilov set Resolution to Open.
Agilov set Legacy ID to 2311929424.May 8 2016, 5:27 PM