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I've searched existing issues and couldn't find a duplicate.
I confirm this is not a duplicate.
Is your feature request related to a problem? Please describe.
Just think if players are very fast place blocks, like bedwars, bridges, pvp etc. Or just builders thinking about cool house.
So issue its a compression. For this fast actions compression can slow down block breaking and placement.
Describe the solution you'd like
Will be cool add a dynamic chunk overhead resolver.
How it works? Its like a anticheat, or prediction alghoritm. Every section can have a prediction points. So if points are go to big number - section go compressed or decompressed. Points can add of various actions. Like more players near, or someone place a big amouth of blocks in 100 ms.
Its like a gc in java. We need to use this, because we dont know what player wants to do now.
DCOR can remove a big areas of memory and improve a player experience.
The text was updated successfully, but these errors were encountered:
I've searched existing issues and couldn't find a duplicate.
Is your feature request related to a problem? Please describe.
Just think if players are very fast place blocks, like bedwars, bridges, pvp etc. Or just builders thinking about cool house.
So issue its a compression. For this fast actions compression can slow down block breaking and placement.
Describe the solution you'd like
Will be cool add a dynamic chunk overhead resolver.
How it works? Its like a anticheat, or prediction alghoritm. Every section can have a prediction points. So if points are go to big number - section go compressed or decompressed. Points can add of various actions. Like more players near, or someone place a big amouth of blocks in 100 ms.
Its like a gc in java. We need to use this, because we dont know what player wants to do now.
DCOR can remove a big areas of memory and improve a player experience.
The text was updated successfully, but these errors were encountered: