I think I have an idea of how coding works, since I’ve made like 4 unity games? But I haven’t made any multiplayer games or really optimized my games much so yeah I don’t really know, just kind of what I think it works like. I probably would like to get deep into how the devs of this game make their stuff but well I don’t have access to the project.
Responding to the part where you said it could break things heavily, regardless if it even would work correctly to how I’m thinking it, is that, actually well shit you might be kind of right. I was thinking that the items would work independently of the player, or at least show up as much to other players when unloaded. Like a a weapon that is being held, but appears floating next to the unloaded player.
Like this -
Though I think this may cause issues for backpacks on peoples backs. I believe this would still allow the other players to receive updates from the other players, it may just look not right.
Oh and also, I think with what your saying that you’d just stay a shapeless blob until people leave, I was thinking that it would be different for everyone who sees who, that it would be calculated locally on your own game rather then server side, stopping it once it hits the cap in whatever order the players are being loaded first. And no I don’t know how the audio would strain with this change, it would really be up to how well it could handle it, and I’ve been on a pc server where the audio sucked so it may turn out similar to that. And I don’t think that people wouldn’t be able to participate in events like that, it may just turned out as a limited experience, which I wouldn’t want either.
Honestly, you make a lot of well thought out points with that, it seems like a hard concept to iron out, but that’s okay, I don’t think this concept really needs to be exactly right but you pointed out a lot of negatives that I hadn’t thought of, and I don’t like that. I feel that it’s true that this is kind of a band-aid fix. EXCEPT FOR MY LOD IDEA. I have a lot more belief in that idea working then the other one.
It would take up a lot of processing power for it to constantly check over and over again if there are 9 players in a certain chunk, which is why I think it should be placed on a when if statement, whenever a new player is loading in for a player it would check, is this over 8 people? If so, change level of quality based on such and such parameters. And if I’m correct that this is done locally to the player rather then chunk by chunk on the server side, I don’t think this would require a whole lot of code, if I’m wrong, that might end up being taxing on the server.
And I wonder, if it would be possibly to progressively increase or decrease a persons level of detail based on the performance of the game at that current moment, that might be another level of optimization regardless of expanding player counts on servers, cause damn does it still get laggy in the mines with a lot of people. Unless, they already have something like this implemented in the game? Besides world detail. They may even be able to use some of the code that changes the world detail based on distance to have this work without creating too much more code.