2011-08-16 1415 GMT
ShaDoOoW wrote...
The
NWN just needs better client-server protocol in order to be able to
handle more player in one place without lags.
While there's some "piston-slap" in the netcode, that is hardly what's responsible for the scalability issues. Single threading the script VM is high on that list. Memory management also has some severe problems. Through observation it's quite clear that they took a lot of shortcuts that are good-enough for single-player but fall apart when subjected to running 24x7 with a large number of unique logins.
Lag is a funny beast. Right off the top, if the PW's and multiplayer games you're connecting
to are not running on professional hosting, you're at the mercy of the
equipment the operator has on hand. [ I
really need to swap out my Belkin ]
All games lag, some just hide it better than others. Even without being perfectly optimal, NWN netcode is one of the lightest protocols out there even today. For a 2001 release NWN does extremely well but the state-of-the-art in client-side prediction and correction has advanced a bit since then.
ShadowM wrote...
Well like others I think if they did a remake I like it not to have the greatest graphics. This is a double edge sword. You get nicer graphics but you slow custom content, might slow performance with pw mutiplayer. Look at NWN2 they really hampered a lot of CC at the start. They got better, but it still hard to jump in and do animations for the hobby creator. ...
The difficulty of producing content for NWN2 was not because of lack of talent, it was proprietary lock-in to some very expensive tools (Granny3d, 3DStudio 2006). All they needed to do was to add support for an open or well understood format (eg. DAE,FBX) and the NWN2 custom content community would have grown significantly. Hobbyists
will rise to the occasion, but not if the tools cost tens of thousands of dollars.