DCS World – mniej klatek w multiplayer, co musi policzyć serwer (extreme tech talk)

Wreszcie dotarłem co powoduje tak ogromny server stress i przy tym spadek fps gdy znajduje się na mapie bardzo dużo modeli. Daje to ciekawą dawkę wiedzy porównując zwykłą grę fps gdzie obiekt porusza się z prędkością powiedzmy do 200km/s (gra wyścigowa – samochody) lub Mach 2 (samolot) lub Mach 4 (rakieta) i problemy wynikające z ilości potrzebnych obliczeń na sekundę jak również problemy kompensacji lagów przy tak szybkich obiektach. Nie chodzi tutaj o samą grę DCS World, ale o sam fakt w ramach całego gamingu. Kompensację lagów można nazwać tak samo sprytnym oszustwem jak każdą kompresję stratną. Wracając do tematu, z czym ma do czynienia serwer DCS…

There are four aerodynamic flight models used in DCS World:

  • Standard Flight Model (SFM) – A data driven flight model, with some pre-defined scripting for some complex aerodynamic events. As of version 2.5.4, there are no longer any aircraft offered with the SFM. 
  • Advanced Flight Model (AFM/AFM+) – Airflow and edge of envelope simulation, using multiple points of force application and calculation on the relevant flight surfaces. Scripting of complex events is not used. An augmented AFM+ model which includes limited modelling of the fuel and hydraulic system weighting is also included in some aircraft such as the Su-25 and A-10A.
  • Professional Flight Model (PFM) – An expansion of the AFM, this level of modelling includes data from complex model wind tunnel simulation, a much more detailed and dynamic aircraft model (for example taking into consideration deployed or retracted landing gear, and the effects of deploying them in flight), complex simulation of control surface movements, complex simulation of autopilot actions, and the effects of fluid movements (fuel and hydraulic) on flight dynamics. This level of modelling also includes actual real world aircraft test data where possible.
  • External Flight Model (EFM) – A subset of the PFM made available for third party developers. It essentially defines all external forces from the PFM, but allows the developers to calculate and apply internal forces (fluid movements, control surfaces, etc.) within their own model.

There are two levels of system modelling in DCS World:

  • Standard Systems Modeling (SSM): Only cockpit systems essential for flight, navigation, and combat are directly simulated – although the range of systems needed for these can be quite broad. Player control is limited to keyboard, mouse, and joystick/HOTAS controls.
  • Advanced Systems Modeling (ASM): Cockpit systems are carefully modeled, even if they are not directly related to flight, navigation, or combat. Almost all cockpit controls are functional, allowing the player/pilot to interact with them using mouse, touchscreen, or even certain VR interfaces. This means that for the most part, the aircraft can be controlled via on screen controls and the joystick/HOTAScontrols, although keyboard controls are still an option.

https://en.wikipedia.org/wiki/Digital_Combat_Simulator