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Up Topic Ambitions / Future of OC?

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In Response to Zapper

>I just remember that a few years ago the pixel landscape was identified as something that eats performance.


No, that's not accurate.
The massive game state (landscape, objects, script states) is what prohibits re-synchronization in network games (i.e. fast load & save).
Making the whole(!!!) landscape completely static would reduce the game state and could make loading and saving (and therefore runtime join) faster. But the network game wouldn't run much faster in general (compared to a non-network game with the same map).

Of course, a large map always uses more performance that a small map. That has nothing to do with network games, though. And I don't think it's the mass mover's fault

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