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Re:A trip down the League of Legends graphics pipeline by BoorishBears on Thursday January 19, 2017 @02:39PM (#13438812)
Overwatch seems like it shipped with servere networking issues that were plastered over by lowering the rate the server ran game simulations at. The nature of the issue and the way the lead was kind of buried until they had a fix months later (they hardly ever mentioned the setting that masked it until then) make me curious if that was nearly a showstopper for them, or more of a stretch goal for them.
Re:A trip down the League of Legends graphics pipeline by chc on Thursday January 19, 2017 @06:08PM (#13440321)
AFAIK the server has always run at the same rate, and the update was just to how often the server sent new data to clients — it would receive client updates and run the game very frequently, but only send updates every 47 ms or so. I feel like rather than being some critical issue they were trying to bury, it's more likely they just didn't initially think updating client state for every single frame was necessary, or at least not high-priority.
Re:A trip down the League of Legends graphics pipeline by BoorishBears on Thursday January 19, 2017 @08:29PM (#13441071)
The details buried at the bottom of patch notes pointed to there being severe bugs with the higher rate from clients going out of sync to abilities not working (it was under the "high bandwidth" option in patch notes)
Re:A trip down the League of Legends graphics pipeline by Humdeee on Thursday January 19, 2017 @03:17PM (#13439131)
That wasn't their first, either. Were you there for release day of vanilla D3? Millions bought it at midnight only to stay offline for a couple days.