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Second spectator ship
DJ Logicalia:
Heroes of the Storm uses that exact replay system. It's very nice
Hilary Briss:
A CA applicant posted this on their application well in advance of this thread.
Arturo Sanchez:
--- Quote from: Fynx on October 02, 2015, 10:44:54 am ---
--- Quote from: Maximillian Jazzhand on October 02, 2015, 06:45:17 am ---kind of asking the impossible. limited spectators was precisely why there was lag (one of them at least)
--- End quote ---
That depends on the game engine and how much data is being sent to client.
It's a good idea actually. Saves like that would be recorded on client side in binary files and possible to play in game. And share. It's actually a really good idea, as long as the game engine is not constructed in a way that completely prevents that.
--- End quote ---
well you kinda answered your own implied question there.
for unlimited spectators to work. A massive overhaul of the spectator system will have to be done because its clearly not designed like that, hence the limitation to 4 people.
Fynx:
--- Quote from: Maximillian Jazzhand on October 02, 2015, 04:18:57 pm ---for unlimited spectators to work. A massive overhaul of the spectator system will have to be done because its clearly not designed like that, hence the limitation to 4 people.
--- End quote ---
Incorrect.
Amount of data is limited here. From what I see, data already being sent to client might suffice. Would need confirmation from Muse though.
If that's the case it's a matter of dumping that data and creating tools for record/replay. Which is no small fish either.
Richard LeMoon:
Maxi.... I think you missed maybe a little of, no, most of, no, all of the context of my post. The point of replays are to let people watch the match as a spectator AFTER it has been played via recorded data. Play, pause, watch from another angle, any angle, another player, rewind, fast forward, slow motion, high definition renders, commentary, etc.
You would have to record the data a spectator client would see, perhaps a little more. Then others can later access the data and replay the match. Perhaps even start watching the match before it ended. If your replay server is separate from your game server, there would be no lag bleedover.
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