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Defines the maximum allowable processing time within a game tick before game lag or stutter is noticed by end-users.

 

Notes

The value of this constant depends on the number of players on the current map .

Currently the upper limit for processing time is set at 200ms per game tick, if there are 4 or less players.

If there are 5 or more players, the limit is further decreased in a linear fashion.as follows:

Number of Players:12345678910
PULSE_TICK_TIME:65ms65ms60ms45ms36ms30ms26ms23ms20ms20ms

The algorithm used will be adapted over time to fine tune it to get the best results for different scenarios.

In Warzone 3.2, a new shared data object is being added which should, in theory, allow Pulse instances across multiple players to share trigger run processing time metrics and thus allow a much improved very different, more dynamic and accurate approach.

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Requires:

  • Warzone 3.1
  • Pulse 0.1

Significant changes will likely be made at a later date to accommodate new JS API features in Warzone 3.2.