The Weird Fix to the Game's Worst Lag Issue : Noia Online : Indie dev MMO devlog

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Noia Dev

Noia Dev

Күн бұрын

Пікірлер: 32
@ydz_666
@ydz_666 4 ай бұрын
I am a dev and I say why it was lagging. Vsync is basicly making maximun fps of the game to the maximum fps of your computer screen. Basicly Ig thats unity's problem, but when you enable vsync on web, some browsers cant find the amount of fps you have on the monitor. A solution for this could be adding a variable for vsync, and setting it to false if it is a web client.
@Bananenbauer123
@Bananenbauer123 4 ай бұрын
That's actually a good point, disable specifically for web client, or whenever the browser fails to get a valid reading.
@halflove1664
@halflove1664 4 ай бұрын
I appreciate you walking through how you went about troubleshooting the rubberbanding issue, it was cool to see how you compared the network graph to using keyboard input
@jason.-_-.games8
@jason.-_-.games8 4 ай бұрын
I will buy it when it appears on steam
@EphemeralRhythm
@EphemeralRhythm 4 ай бұрын
Just dropping a comment to boost the algorithm, don't mind me.
@mahdpup
@mahdpup 4 ай бұрын
Just found your stuff recently, and am absolutely loving the vibe Noia has! Definitely going to give it a try with some friends, and I look forward to seeing where it goes! Also new to game dev myself, so seeing these weird bugs and option interactions is both useful and fascinating!
@VoylinsGamedevJourney
@VoylinsGamedevJourney 4 ай бұрын
Hahah I remember lag being sucha big issue in older games when I got into pc gaming, probably the biggest reason why I didn't really like online games at first, but playing with other people in mmo games is so much more fun though ^^
@jackie.libra03
@jackie.libra03 4 ай бұрын
It makes sense now how holding down the arrow keys made rubber-banding worse
@noiadev
@noiadev 4 ай бұрын
If you understand it, that's good. I don't understand why vsync caused it.
@Zizaco
@Zizaco 4 ай бұрын
You are very brave! Making web builds with Unity is really difficult. Great video
@noiadev
@noiadev 4 ай бұрын
When I was hosting the web client myself it was a giant nightmare to get IIS to play nice. Then I found itch.io and they are all setup to host web apps with nearly no work. They do require a web SSL if your app connects to a server, which is good on them.
@galarawr
@galarawr 4 ай бұрын
dude fixed what Ark couldn't for YEARS. it might even still be that way I quit forever ago
@Matdrox
@Matdrox 4 ай бұрын
That PixelTitan guy sure did a good job!
@johnjohn-sl7oo
@johnjohn-sl7oo 4 ай бұрын
Thx for dealing with the lag
@alitomix
@alitomix 4 ай бұрын
What if you make the big trees of the deep forest entirely visible to have glorious forest vibes and just add opacity 90% when a player is below one
@noiadev
@noiadev 4 ай бұрын
I have an actual canopy layer there, it is set to cast shadows only, so you don't see it. When You can see it....it looks really bad XD
@jonatansan01
@jonatansan01 4 ай бұрын
Haven't check the video yet, but my guess is that you commented out the "transform.positon = transform.position + Random.insideUnitCircle * lagDistance" line, right??
@noiadev
@noiadev 4 ай бұрын
If (lag) lag = false;
@Bub.tv21
@Bub.tv21 4 ай бұрын
Is the player outline based on Arrm1988 Zelda-like? I see references to it a lot here.
@noiadev
@noiadev 4 ай бұрын
No it was originally a Zelda lookalike asset pack from Opengameart.org. I see it passed around and used in a lot of RPG startups. It is even included in some Unity asset packs. Mau/MrFox/Netherfang all helped to update it to what we have today. I am not sure this is the original or not opengameart.org/content/zelda-like-tilesets-and-sprites
@Bub.tv21
@Bub.tv21 4 ай бұрын
@@noiadev That's it!!! That's what I was refering too.
@anupkumarbordoloi9360
@anupkumarbordoloi9360 4 ай бұрын
I tried downloading ur game in my mobile but google play protect is showing something like this "THE GAME IS MADE FOR OLDER VERSION OF ANDROID AND DOESN'T HAVE LATEST PRIVACY POLICY"
@noiadev
@noiadev 4 ай бұрын
I'll look into it
@guilhermewhite7274
@guilhermewhite7274 4 ай бұрын
good video buddy
@jackmiddleton2080
@jackmiddleton2080 4 ай бұрын
So if the game can be on the web it is TCP? Wouldn't you rather use UDP and skip web? Just curious as I was thinking of working on a web only mmo but my research told me it had to be TCP.
@noiadev
@noiadev 4 ай бұрын
I do use TCP. I had tried to use UDP at first, but random packets would get skipped over. it made everything quite unreliable. I don't have the option to mix and match. Otherwise I would make position/movement UDP and skills/login TCP.
@jackmiddleton2080
@jackmiddleton2080 4 ай бұрын
@@noiadev I looked into this Mirror networking. I see it has what they call "transports". So are you writing a bunch of separate code for the web and using websockets for that but not for anything else but the web?
@noiadev
@noiadev 4 ай бұрын
@@jackmiddleton2080 You are giving me too much credit XD. I just use the Mirror websockets transport for web and Telepathy transport for all the other client types. it just works. The Mirror devs wrote all of that stuff.
@jackmiddleton2080
@jackmiddleton2080 4 ай бұрын
@@noiadev Cool. I thought it would be a nightmare to have two systems.
@maddys2741
@maddys2741 4 ай бұрын
Smooth sailing is always good ⛵ ☁️ no one likes lag
@PJutch
@PJutch 4 ай бұрын
It is... em... wierd. Can't say anything more.
@leamalex-h7l
@leamalex-h7l 4 ай бұрын
thx
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