>>15125261
> If you spread NPCs over several cores, then you'd have NPCs sometimes acting on outdated data, but that happens in real life too, doesn't it?
Thats essentially what headless client is. Servers have the option of offloading all AI onto a separate "client" that handles all AI cycles and causes the AI on that particular server to react a whole lot better. It's a work around for the shitty engine code, because the host now has to essentially dedicate TWO "hosts" for one server to make it playable.
>Doesn't Bohemia Interactive sell this shit to military? That ought to give them a lot of money.
Pretty sure they're separate departments, they don't commit their military development into their game because the dev teams are separate. Just look at all the features Arma is missing out on that VBS has, dismemberment, functioning mud, compartmentalized damage system for vehicles, advanced medical and civilian interactions, list goes on and on.
>>15125385
>Folks should close down their browsers or anything that uses CPU power. I got a better FPS from it.
You will in single-player instances where all the AI is client-side, but the engine is limited by the FPS of the server, so if your client is outpacing the server, theres no hope for you to ever break its FPS cap because that leads to bad desync on this ancient fucking engine. FPS is directly tied to server FPS.