MCS Netcode Comparison @ 750ms Client Latency
MCS Netcode Comparison @ 750ms Client Latency
This footage is a direct comparison video between "the default Doom3 netcode" and "the MCS netcode" demonstrating the clientside optimizations of "the MCS Netcode Rewrite Project" resulting in a massive raw client performance boost and a significant improvement and smoothing of the client gameworld replication at higher latencies. The clients are connected to the dedicated server with a latency of 750ms.
Aside from the obvious increase in performance the replication of gameplay-events now gets properly and smoothly propagated clientside across the network at any latency and at any client performance most noticeable at the following points:
- AI now smoothly animates, moves, attacks and dies with proper and smooth ragdoll behavior across the network at any latency and at any client performance
- Projectiles ( AI & Players) properly render, travel and impact with all according impact, lighting and sound effects across the network at any latency and at any client performance
- Local and remote player actions and animations such as attacking, dying, platform-interacting, etc now properly and smoothly replicate across the network at any latency and at any client performance
- Physics simulations involving any interaction between players and/or AI now smoothly replicate across the network at any latency and at any client performance
At peak moments in this video the MCS netcode client performs up to 725% faster compared to the default Doom3 netcode client.
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