Timeline for Multiplayer FPS server side performance
Current License: CC BY-SA 3.0
8 events
| when toggle format | what | by | license | comment | |
|---|---|---|---|---|---|
| Apr 13, 2017 at 12:18 | history | edited | CommunityBot | replaced http://gamedev.stackexchange.com/ with https://gamedev.stackexchange.com/ | |
| Oct 4, 2011 at 20:31 | comment | added | iddqd | I am interested to hear your latest results, were you able to get better performance from node.js? | |
| May 25, 2011 at 22:56 | answer | added | sorenbs | timeline score: 5 | |
| May 25, 2011 at 3:12 | history | tweeted | twitter.com/#!/StackGameDev/status/73224954526703616 | ||
| May 25, 2011 at 3:09 | history | edited | Tesserex | CC BY-SA 3.0 | added 989 characters in body |
| May 24, 2011 at 19:10 | answer | added | thedaian | timeline score: 1 | |
| May 24, 2011 at 18:40 | comment | added | Nate | Profile the code is really all I could suggest. My guess is that its not as finely tuned as you think and that is why TF2 is running higher tick rate on less hardware. I also think that TF2 may be doing all of the things you suggested doing and as a result that is contributing to why their performance is higher. | |
| May 24, 2011 at 18:26 | history | asked | Tesserex | CC BY-SA 3.0 |