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Comment: Migrated to Confluence 5.3
Excerpt

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.player slots in the current game:

Number of Players:12345678910
PROCESS_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 process 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 Process 0.1

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