caching of objects on the client in multiplayer

Martin Rudat shared this feedback 47 hours ago
Not Enough Votes

It would be nifty if a local cache could be maintained for a multiplayer game and consulted when objects (grids, voxel objects, ...?) are streamed in, e.g. if you're flying between two stations, each just outside of sync distance, with a local cache, the client could check that its local copy is up-to-date, or perhaps update an out of date copy via rsync (which only requires a recent-ish copy of an object to provide a performance boost) instead of having to stream the entire station in full every time.

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