iniside napisał(a):
Silnik graficzny jest mało istotny. Bardziej mnie ciekawi, jak sobie będą servery radzic ze skalowaniem wydajnosci, pod duzym natezeniem graczy na na jeden pixel.
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Colin Johanson napisał(a):
We’re still finalizing how many players can live on a specific world (or server). We know that in World vs. World PvP it’s your server matched up against two other servers, so the size of those servers needs to be big enough that you can have epic large-scale battles in WvW PvP. Also because of the way our dynamic event system works, we want to have a lot of people on each world – so when you’re out there exploring you’re running into other players and you always have a lot of people to play with. The servers will be large enough to allow for that, we just don’t know an exact population cap yet. But it will be very large.
As far as the Umbra system goes, all of that is still under development. And the details on how it works is stuff that we’re going to figure out more as we get closer to revealing information about World vs. World. It’s important to us for WvW PvP be a seamless experience, where you can have a ton of players running around on these maps without having a ton of lag, and you can see the important stuff that you need to see towards combat and without missing anything that you would need to know. What all of that means is still stuff that we’re trying to figure out, but that is our goal with how we would take advantage of the Umbra system.