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	<title>Comments on: World of Tanks Client Analysis (Part 4)</title>
	<atom:link href="http://ftr.wot-news.com/2014/07/23/world-of-tanks-client-analysis-part-4/feed/" rel="self" type="application/rss+xml" />
	<link>http://ftr.wot-news.com/2014/07/23/world-of-tanks-client-analysis-part-4/</link>
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	<item>
		<title>By: nixxxie</title>
		<link>http://ftr.wot-news.com/2014/07/23/world-of-tanks-client-analysis-part-4/#comment-175816</link>
		<dc:creator><![CDATA[nixxxie]]></dc:creator>
		<pubDate>Fri, 25 Jul 2014 09:20:48 +0000</pubDate>
		<guid isPermaLink="false">http://ftr.wot-news.com/?p=14638#comment-175816</guid>
		<description><![CDATA[That&#039;s a lot of wishful thinking from you. Backed only by common sense - which is not so common in WG - so, unless proved by testing, not valid.]]></description>
		<content:encoded><![CDATA[<p>That&#8217;s a lot of wishful thinking from you. Backed only by common sense &#8211; which is not so common in WG &#8211; so, unless proved by testing, not valid.</p>
]]></content:encoded>
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	<item>
		<title>By: dragos250</title>
		<link>http://ftr.wot-news.com/2014/07/23/world-of-tanks-client-analysis-part-4/#comment-175805</link>
		<dc:creator><![CDATA[dragos250]]></dc:creator>
		<pubDate>Fri, 25 Jul 2014 08:30:04 +0000</pubDate>
		<guid isPermaLink="false">http://ftr.wot-news.com/?p=14638#comment-175805</guid>
		<description><![CDATA[They said they considered night time fighting and weather effects. Also... on Ruinberg on fire, it seems that the fires do have extra light sources.]]></description>
		<content:encoded><![CDATA[<p>They said they considered night time fighting and weather effects. Also&#8230; on Ruinberg on fire, it seems that the fires do have extra light sources.</p>
]]></content:encoded>
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	<item>
		<title>By: Mr. Perfect</title>
		<link>http://ftr.wot-news.com/2014/07/23/world-of-tanks-client-analysis-part-4/#comment-175785</link>
		<dc:creator><![CDATA[Mr. Perfect]]></dc:creator>
		<pubDate>Thu, 24 Jul 2014 21:03:48 +0000</pubDate>
		<guid isPermaLink="false">http://ftr.wot-news.com/?p=14638#comment-175785</guid>
		<description><![CDATA[When my internet was dropping packets constantly, the game would just keep doing whatever it was told last. So if I was driving forward when the packets stopped getting to the server, the server kept my tank moving forward until things re-synced. Once new packets showed up, everything that happened during the lag spike happened all at once. I don&#039;t know if that answers your question or not.]]></description>
		<content:encoded><![CDATA[<p>When my internet was dropping packets constantly, the game would just keep doing whatever it was told last. So if I was driving forward when the packets stopped getting to the server, the server kept my tank moving forward until things re-synced. Once new packets showed up, everything that happened during the lag spike happened all at once. I don&#8217;t know if that answers your question or not.</p>
]]></content:encoded>
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	<item>
		<title>By: wlw_wl</title>
		<link>http://ftr.wot-news.com/2014/07/23/world-of-tanks-client-analysis-part-4/#comment-175699</link>
		<dc:creator><![CDATA[wlw_wl]]></dc:creator>
		<pubDate>Thu, 24 Jul 2014 15:05:08 +0000</pubDate>
		<guid isPermaLink="false">http://ftr.wot-news.com/?p=14638#comment-175699</guid>
		<description><![CDATA[&quot;One thing that I thought about at first was, why they are using a deferred renderer method for the new rendering system? On battle mode, there are no real dynamic light sources&quot;

There are, they made it so that every shot (muzzle flash) is a dynamic light source, maybe that&#039;s why.]]></description>
		<content:encoded><![CDATA[<p>&#8220;One thing that I thought about at first was, why they are using a deferred renderer method for the new rendering system? On battle mode, there are no real dynamic light sources&#8221;</p>
<p>There are, they made it so that every shot (muzzle flash) is a dynamic light source, maybe that&#8217;s why.</p>
]]></content:encoded>
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		<title>By: Mach3</title>
		<link>http://ftr.wot-news.com/2014/07/23/world-of-tanks-client-analysis-part-4/#comment-175581</link>
		<dc:creator><![CDATA[Mach3]]></dc:creator>
		<pubDate>Thu, 24 Jul 2014 08:29:18 +0000</pubDate>
		<guid isPermaLink="false">http://ftr.wot-news.com/?p=14638#comment-175581</guid>
		<description><![CDATA[Give this man a job!!!!
Or several...
Or just throw money at him!!!

I want to see more articles like these :d]]></description>
		<content:encoded><![CDATA[<p>Give this man a job!!!!<br />
Or several&#8230;<br />
Or just throw money at him!!!</p>
<p>I want to see more articles like these :d</p>
]]></content:encoded>
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	<item>
		<title>By: tiejng</title>
		<link>http://ftr.wot-news.com/2014/07/23/world-of-tanks-client-analysis-part-4/#comment-175560</link>
		<dc:creator><![CDATA[tiejng]]></dc:creator>
		<pubDate>Thu, 24 Jul 2014 07:27:15 +0000</pubDate>
		<guid isPermaLink="false">http://ftr.wot-news.com/?p=14638#comment-175560</guid>
		<description><![CDATA[You are right, but per frame there are very few light sources to see and the static cost is always payed even with 0 lights. As a counter argument, drawing dynamic light sources with their approach is very simple.]]></description>
		<content:encoded><![CDATA[<p>You are right, but per frame there are very few light sources to see and the static cost is always payed even with 0 lights. As a counter argument, drawing dynamic light sources with their approach is very simple.</p>
]]></content:encoded>
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		<title>By: qdly</title>
		<link>http://ftr.wot-news.com/2014/07/23/world-of-tanks-client-analysis-part-4/#comment-175539</link>
		<dc:creator><![CDATA[qdly]]></dc:creator>
		<pubDate>Thu, 24 Jul 2014 02:26:27 +0000</pubDate>
		<guid isPermaLink="false">http://ftr.wot-news.com/?p=14638#comment-175539</guid>
		<description><![CDATA[1. That’s why i suggested so low fps cap (5/10) – to simulate sever “lag” spikes – clientside, not net – if your hardware is not good in some way. And i think that in these conditons there may be a difference between cruise control and W-driving. And it may impair turret rotation too. I think there is no solution in the code that would somehow account for such problems.
-as said before, i don&#039;t think u will get anywhere with that. your system does prioritize tasks, and gfx is hardly on top of its list

2. I see that you are trying to be “good boy” but while decompiling may be against EULA, there are threads on forums openly mentioning it, with links to decompiled source code – that’s how mods are created. So, you should consider this in future ;) , i have no doubt that you are skilled enough. And worst you can get is forum ban if you annoy them enough (nobody cares on EU as for now, i’ve seen no punishment regarding source code) – and since you are already on FTR, it shouldn’t matter much :P .
- decompiled swf files or some python scripts is not game engine, and those are 2 different things...

3. I agree that sending data about unspotted tanks is a waste of bandwidth but WG made enough dumb things already, so nothing is set in stone.
- but they learn

4. Map ticks can be made client-side, SerB said sth. different, but again… (3)
- eeee, what? tank visible, possible map refreshes based on his read position in game not seperate info from server, tank out of range, pure server load.

5. Again – if tank render-box restriction could be lifted completely with some mod, it would be a great news. I think it may be possible, but i’m not skilled enough to tinker with code myself.
- nope, it can&#039;t, thats server side, and u can&#039;t tinker with what server sends you, no tank in range, no data, live with it

6. I wouldn’t be surprised if tracers were disabled client-side too and whole tracer data is sent, not only for artillery but all tanks – and thus could be cheat-modded to be enabled ;) again.
-nope, again, server side, u get info only about those tracers you can see. safer and easier that way, without decompiling, knowing anything how wg coders work, they just have no reason to make it any other way

btw, if you look for exploits for wot, there is one good site with most of them currently, there is quite a lot of modding websites, most in russian tho, go and hit them, and learn something, instead of just putting some stiupid theories like &#039;wg wasted a lot of things, it would be nice if they ****** that one as well&#039;

cheers.]]></description>
		<content:encoded><![CDATA[<p>1. That’s why i suggested so low fps cap (5/10) – to simulate sever “lag” spikes – clientside, not net – if your hardware is not good in some way. And i think that in these conditons there may be a difference between cruise control and W-driving. And it may impair turret rotation too. I think there is no solution in the code that would somehow account for such problems.<br />
-as said before, i don&#8217;t think u will get anywhere with that. your system does prioritize tasks, and gfx is hardly on top of its list</p>
<p>2. I see that you are trying to be “good boy” but while decompiling may be against EULA, there are threads on forums openly mentioning it, with links to decompiled source code – that’s how mods are created. So, you should consider this in future ;) , i have no doubt that you are skilled enough. And worst you can get is forum ban if you annoy them enough (nobody cares on EU as for now, i’ve seen no punishment regarding source code) – and since you are already on FTR, it shouldn’t matter much :P .<br />
- decompiled swf files or some python scripts is not game engine, and those are 2 different things&#8230;</p>
<p>3. I agree that sending data about unspotted tanks is a waste of bandwidth but WG made enough dumb things already, so nothing is set in stone.<br />
- but they learn</p>
<p>4. Map ticks can be made client-side, SerB said sth. different, but again… (3)<br />
- eeee, what? tank visible, possible map refreshes based on his read position in game not seperate info from server, tank out of range, pure server load.</p>
<p>5. Again – if tank render-box restriction could be lifted completely with some mod, it would be a great news. I think it may be possible, but i’m not skilled enough to tinker with code myself.<br />
- nope, it can&#8217;t, thats server side, and u can&#8217;t tinker with what server sends you, no tank in range, no data, live with it</p>
<p>6. I wouldn’t be surprised if tracers were disabled client-side too and whole tracer data is sent, not only for artillery but all tanks – and thus could be cheat-modded to be enabled ;) again.<br />
-nope, again, server side, u get info only about those tracers you can see. safer and easier that way, without decompiling, knowing anything how wg coders work, they just have no reason to make it any other way</p>
<p>btw, if you look for exploits for wot, there is one good site with most of them currently, there is quite a lot of modding websites, most in russian tho, go and hit them, and learn something, instead of just putting some stiupid theories like &#8216;wg wasted a lot of things, it would be nice if they ****** that one as well&#8217;</p>
<p>cheers.</p>
]]></content:encoded>
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		<title>By: Apache1990</title>
		<link>http://ftr.wot-news.com/2014/07/23/world-of-tanks-client-analysis-part-4/#comment-175531</link>
		<dc:creator><![CDATA[Apache1990]]></dc:creator>
		<pubDate>Thu, 24 Jul 2014 00:06:31 +0000</pubDate>
		<guid isPermaLink="false">http://ftr.wot-news.com/?p=14638#comment-175531</guid>
		<description><![CDATA[&quot;One thing that I thought about at first was, why they are using a deferred renderer method for the new rendering system? On battle mode, there are no real dynamic light sources, and if there are any you can count them with one hand, so there is no benefit to use a such expensive technique to render the image.&quot;

In 9.0 or so, firing the gun became a light source.  When sitting right next to buildings or other tanks, you can see the flash illuminate the area briefly (though it can be hard to notice if you&#039;re not in a shadow).]]></description>
		<content:encoded><![CDATA[<p>&#8220;One thing that I thought about at first was, why they are using a deferred renderer method for the new rendering system? On battle mode, there are no real dynamic light sources, and if there are any you can count them with one hand, so there is no benefit to use a such expensive technique to render the image.&#8221;</p>
<p>In 9.0 or so, firing the gun became a light source.  When sitting right next to buildings or other tanks, you can see the flash illuminate the area briefly (though it can be hard to notice if you&#8217;re not in a shadow).</p>
]]></content:encoded>
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		<title>By: Wolfie</title>
		<link>http://ftr.wot-news.com/2014/07/23/world-of-tanks-client-analysis-part-4/#comment-175514</link>
		<dc:creator><![CDATA[Wolfie]]></dc:creator>
		<pubDate>Wed, 23 Jul 2014 22:46:08 +0000</pubDate>
		<guid isPermaLink="false">http://ftr.wot-news.com/?p=14638#comment-175514</guid>
		<description><![CDATA[better not =O]]></description>
		<content:encoded><![CDATA[<p>better not =O</p>
]]></content:encoded>
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		<title>By: Treborn</title>
		<link>http://ftr.wot-news.com/2014/07/23/world-of-tanks-client-analysis-part-4/#comment-175429</link>
		<dc:creator><![CDATA[Treborn]]></dc:creator>
		<pubDate>Wed, 23 Jul 2014 19:00:24 +0000</pubDate>
		<guid isPermaLink="false">http://ftr.wot-news.com/?p=14638#comment-175429</guid>
		<description><![CDATA[WT? :))))]]></description>
		<content:encoded><![CDATA[<p>WT? :))))</p>
]]></content:encoded>
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