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Gridlock has been spending a lot of our time to date reducing load via optimization. We can go further on this path - and very likely will - but we're at a point where a lot of the easy wins are behind us. Going multi-threaded falls into the increasing capacity category - it increases how much load can be processed per second, but never as much as most people think. We'll get there some day 'cause, well, we'll have to, but for today it's way more work for the benefit we'd see from it to be worth attacking. Throttling load is a much more compelling proposition at this point, now that we've cleared out a pile of easy optimizations. A few different proposals on what we could do here have been put forward. The one most people jump to first is to have Destiny, our physics simulation, update at a lower resolution than once per second as we get overloaded.
Gridlock has been spending a lot of our time to date reducing load via optimization. We can go further on this path - and very likely will - but we're at a point where a lot of the easy wins are behind us. Going multi-threaded falls into the increasing capacity category - it increases how much load can be processed per second, but never as much as most people think. We'll get there some day 'cause, well, we'll have to, but for today it's way more work for the benefit we'd see from it to be worth attacking. Throttling load is a much more compelling proposition at this point, now that we've cleared out a pile of easy optimizations. A few different proposals on what we could do here have been put forward. The one most people jump to first is to have Destiny, our physics simulation, update at a lower resolution than once per second as we get overloaded.
Gridlock has been spending a lot of our time to date reducing load via optimization. We can go further on this path - and very likely will - but we're at a point where a lot of the easy wins are behind us. Going multi-threaded falls into the increasing capacity category - it increases how much load can be processed per second, but never as much as most people think. We'll get there some day 'cause, well, we'll have to, but for today it's way more work for the benefit we'd see from it to be worth attacking. Throttling load is a much more compelling proposition at this point, now that we've cleared out a pile of easy optimizations. A few different proposals on what eve isk players could do here have been put forward. The one most people jump to first is to have Destiny, our physics simulation, update at a lower resolution than once per second as we get overloaded.