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Why are co-op TDM servers so much better ?

- - - - - Stupid bots Co-op AiAreHumanToo Lag Ping Joshpls J1-B4B4

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#1
LaurenEmily

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Self-explanatory, anyone who has played coop tdm knows that those servers are superior. 

 

I played in a 66t frankfurt coop server tonight after some regular tdm's and the difference was so dramatic i could notice it on literally everything, walking, dodging, boosting, shooting and hitting are all way smoother and work amazingly well. It even felt like my scout went faster than usual, and there was no getting stuck on corners.

 

Sorry if there's something i don't understand here but why can't this be done for regular servers too ? what's the major difference ?


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#2
kaiserschmarrn_

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Not as much communication with the servers?



#3
Xacius

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Two potential factors:

1. The normal MP servers may be running at a reduced tickrate.  

2. The maximum number of players in a coop TDM is 6.  That number is doubled for normal TDM servers.  Less players communicating with the server generally means that the server doesn't have to do as many operations.  This factors into your connection.  To test, go into a DM server with one other person.  Spawn in, and check your ping.  Have more players join that same server and spawn in, then check your ping again.  


Edited by Xacius, 08 February 2016 - 07:51 PM.

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#4
CraftyDus

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size matters...

in the server population's effect on performance


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#5
n3onfx

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As others already noted the multiplayer servers don't have enough resources allocated to run MP modes properly. That or they run too much instances on a single server.

 

Playing on co-op servers just shows you what the performance was like in MP modes before they fuzzy bunnyed that up.


Edited by neon, 09 February 2016 - 06:15 AM.

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#6
Silent_

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I see what you did there with keywords.


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#7
Texhnolyzing

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Well, if this is the case and we are on reduced resources... I can only look forward to the games official release when we do have full resources! :3,

 

The OP makes me want to go play some co-op TDM and feel the difference xD



#8
LaurenEmily

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As others already noted the multiplayer servers don't have enough resources allocated to run MP modes properly. That or they run too much instances on a single server.

 

Playing on co-op servers just shows you what the performance was like in MP modes before they fuzzy bunnyed that up.

That's such a shame. Hope they can bring it back because the difference is enormous. 

 

Also this maybe a stupid question, but there are always 12 players in a coop server no matter what, yet it still runs smoother than a regular tdm with just 4 people in it. Do the bots not 'stress' the server at all ?


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#9
Aregon

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That's such a shame. Hope they can bring it back because the difference is enormous. 

 

Also this maybe a stupid question, but there are always 12 players in a coop server no matter what, yet it still runs smoother than a regular tdm with just 4 people in it. Do the bots not 'stress' the server at all ?

Maybe has to do with the bots actually not having to give of any information except what is in their coding for them to work as your allies/enemies, if that makes sense. While you send in lots of information from a place far from the servers, the AI are a part of the server themselves.


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#10
angryhampster

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ever played a game of 4x4 BGH on starcraft 1, and 1 guy usually drops or lags out.  but when he does leave, the game is completely perfect?

 

same concept, but instead of the frozen screen.



#11
Xacius

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That's such a shame. Hope they can bring it back because the difference is enormous. 

 

Also this maybe a stupid question, but there are always 12 players in a coop server no matter what, yet it still runs smoother than a regular tdm with just 4 people in it. Do the bots not 'stress' the server at all ?

The bots are running on the server.  While the server still has to run calculations for their positions/routines, it's not sending or receiving packets to clients over the network.  In short, there's minimal network stress from the AI.  


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#12
n3onfx

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The bots are running on the server.  While the server still has to run calculations for their positions/routines, it's not sending or receiving packets to clients over the network.  In short, there's minimal network stress from the AI.  

 

Something else that's tied in to network but still a separate process, there's also the input queue. A lot of the typical server performance issues in fps games (like warping and hitreg issues) are due to said server not being able to handle the multiple input queues.


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Also tagged with one or more of these keywords: Stupid bots, Co-op, AiAreHumanToo, Lag, Ping, Joshpls, J1-B4B4

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