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Re:CPU Usage Differences After Applying Meltdown Patch at Ep... by EgoIncarnate on Saturday January 06, 2018 @01:37PM (#16086725)
It's pretty common for FPS server game loops to read all the network packets, update player state, run one tick of game logic and physics for all users in a single game, and then send out updates to everyone.
Re:CPU Usage Differences After Applying Meltdown Patch at Ep... by vvanders on Saturday January 06, 2018 @03:38PM (#16087317)
Yup, this is pretty much on the mark. Game updates are sent at a fixed rate(usually 10-20Hz) so you could batch up all outgoing game state into a single dispatch. It'd probably take a bit of work re-architect the output loop(pre-allocate for max number of players to avoid per-frame allocations) but should be reasonably straightforward to implement in most engines.
Re:CPU Usage Differences After Applying Meltdown Patch at Ep... by jacquesm on Saturday January 06, 2018 @04:59PM (#16087714)
Server side, yes. Client side, not so much.