Posts tagged thin-client 
EVE Evolved: Time dilation and the war on lag
When EVE Online launched back in 2003, it quickly gained a following of over 40,000 subscribing players. With around 5,000 solar systems for players to explore, those players spread themselves throughout the galaxy rather than gathering in one place. Players would often come together to trade or ...
Massively's EVE Online Incursion video devblog roundup
Having progressed from being a small independent studio in Iceland to a successful multinational industry leader, EVE Online's developer CCP Games has always had a reputation for being very close to the game's playerbase. Back in July, this view was soured when information from devblogs and the ...
EVE devblogs discuss developments in the war on lag and RMT
With the Incursion expansion's second phase almost ready to deploy, it's been a busy few weeks for the developers at CCP Games. Work is well underway, but a few of the folks at CCP have taken time out of their busy schedules this week to explain some of the interesting developments that have ...
EVE Evolved: The war on lag
It seems as though everywhere I go to read about EVE Online, someone is complaining about lag. Throughout the game's seven-year history, developers and server engineers have waged a constant battle against the lag monster. Frequent upgrades and code overhauls have ensured that the capacity of each ...
Linden Lab guns for service-based Second Life viewers
Service-based viewers for Second Life are a little different to the standard kind of viewer software that users might be used to. Standard viewers are downloaded to your PC, run on them and talk directly to the servers. Service-based viewers (also sometimes referred to as 'cloud-based') are either ...




