Alpha 27 of 0 A.D. has a notable performance regression for a subset of users, compared to earlier versions. Users not affected by this regression should see improved performance, thanks to improvements like the added Vulkan support.
That said, even without this performance regression, 0 A.D. is prone to run slow in late game when lots of units are on the map. There are several reasons for that, but maybe the most intuitive one is that 0 A.D. is still largely single-threaded and therefore doesn't make use of the multi-core capabilities of modern CPUs. As you can imagine changing that is no easy feat and takes a lot of effort. As the number of volunteers to 0 A.D. is limited, nobody has picked up that topic yet.
If you enjoy 0 A.D. and want to improve it: it's Open Source and contributions are always welcome!
I haven't had an issue with that personally (played on and off for almost 10 years), though I imagine it could be an issue on some older hardware. Massed units will cause lag in big team games where there's 4 armies clashing, though that might be more of a network thing.
As someone who spent an immeasurable amount of time on AOE 2 online multiplayer, it has been a steadily refreshing experiencing the rise of AOE2 DE over the recent years.
The game not only received updates that brought in the total civilization count to 50+, but also a ton of visual enhancements and improvements in the overall gameplay and performance.
This is nothing short of stunning to see new developments happening for these games, especially in the open-source community.
A no small wonder. I never thought that MS, as the IP owner, would allow such an open community to grow and thrive. MS is notoriously bad at game community growth development.
I remember that right after the acquisition of ES through MS in 2001, Microsoft went on a rigid IP enforcement role and, for example, targeted people at MFO.
The story of DBD_Jinx losing his account to MS
Legendary DBD_Jinx lost his account and had to start anew under _IamJinx because MS suspended his ZONE account due to copyright infringement for using MS trademarks without a license.
What did he do?
He advertised at MFO to help people increase their early game through his academy training, which offered advice on micro-management, game planning, strategy, and scouting.
Together with a couple of other 2000+ Zone Rating dudes from the US, they started to make a few bucks on the side using AoE as a vehicle.
What a knee-jerk reaction from MS back then.
And today? Red Bull Wololo - I hardly can hold my pants compared to 2001.
I hope this keeps going, even though I am a purist "old-schooler" who prefers the AoE 2 classics game.
Imo this should be legislated. Do you provide a service necessary to use your product ? Great. But if you decide to deprecate said service, rendering said product inoperable or partially operable, you should be obligated to release an implementation & documentation.
AoE2 was released 1999 based on a 1997 game engine, and a new major DLC is about to drop this spring in 2025 (for the definitive edition). Sandy Petersen should be proud.
Remember we used to have Aoe2 sessions on LANS when we were kids back in the 00s and like 1 in 3 games just crashed after everyone had played for like 2-3 hours.
In a way it was even better because then nobody had to loose, and everyone believed they were winning.
While I like Steam for the convenience and also appreciate their efforts in developing SteamOS I am concerned about the lock-in. Projects like this really help to own more of what you paid for again, luskaner is a hero for me.
I feel like it is important to point out that Steam does not require games to have any DRM. Not even Steam's DRM. It's entirely up to the game developer and/or publisher. Many games on Steam are already DRM-free where you can just back up the files and play without Steam.
Does this apply to AoE? I never played it much in its hey-day but it would be interesting to get into properly. I have no interest in buying an old game with DRM given the obvious potential for maintenance issues though.
I wonder if there any public documentation for AoE3’s API that was used to make this or if this was all newly reverse engineered. I’ve seen people ask about this kind of documentation before, but I’ve never seen it.
I'm sure the answer could be found in this repo somewhere but its above my head- does aoe2 DE rely mostly on p2p for multiplayer? I assume it does and the regional servers are just used for matchmaking, and all the actual game logic is running on the clients. I base that on the fact that map hacks are possible and that one player lagging lags the game for everyone, but there are often conflicting claims when it's brought up on aoe forums
I'd be surprised if the definitive editions changed the design significantly enough to move the netcode away from P2P, but I don't know of any actual information on it.
AFAIK, it's server-based rather than p2p for DE, but the way it works is all clients/servers simulate the world in lockstep and hold a full copy of the state. That's what makes map hacks possible.
You don't need anything paxos-like for this, the game desyncs and stops if any machine messes up but you can usually restore from a save point in that case.
In professional tournament games a server is chosen that lies between the two players. For example, a Brazil-China match might be played in an EU server.
Given this, I suspect the server is used as a central source of truth between the clients where all game data goes through the server, with all the calculations still being done client-side.
It's free and fun, but definitely humbling if you consider yourself a master strategist:
https://play0ad.com/
The regression in performance seems to be caused by a change in Spidermonkey. For details check out https://gitea.wildfiregames.com/0ad/0ad/issues/7714
That said, even without this performance regression, 0 A.D. is prone to run slow in late game when lots of units are on the map. There are several reasons for that, but maybe the most intuitive one is that 0 A.D. is still largely single-threaded and therefore doesn't make use of the multi-core capabilities of modern CPUs. As you can imagine changing that is no easy feat and takes a lot of effort. As the number of volunteers to 0 A.D. is limited, nobody has picked up that topic yet.
If you enjoy 0 A.D. and want to improve it: it's Open Source and contributions are always welcome!
This is nothing short of stunning to see new developments happening for these games, especially in the open-source community.
For real, though, it's really great to see this game continue to live on.
A no small wonder. I never thought that MS, as the IP owner, would allow such an open community to grow and thrive. MS is notoriously bad at game community growth development.
I remember that right after the acquisition of ES through MS in 2001, Microsoft went on a rigid IP enforcement role and, for example, targeted people at MFO.
The story of DBD_Jinx losing his account to MS
Legendary DBD_Jinx lost his account and had to start anew under _IamJinx because MS suspended his ZONE account due to copyright infringement for using MS trademarks without a license.
What did he do?
He advertised at MFO to help people increase their early game through his academy training, which offered advice on micro-management, game planning, strategy, and scouting.
Together with a couple of other 2000+ Zone Rating dudes from the US, they started to make a few bucks on the side using AoE as a vehicle.
What a knee-jerk reaction from MS back then.
And today? Red Bull Wololo - I hardly can hold my pants compared to 2001.
I hope this keeps going, even though I am a purist "old-schooler" who prefers the AoE 2 classics game.
Cheers + gl + hf!
_CN
The company shut down and turned the servers off, but luckily someone created an implementation of the match making server.
And even to this day the community is fully alive and growing, they even continue to develop the game, and have taken it far beyond the original.
It’s called Forged Alliance Forever.
In a way it was even better because then nobody had to loose, and everyone believed they were winning.
While I like Steam for the convenience and also appreciate their efforts in developing SteamOS I am concerned about the lock-in. Projects like this really help to own more of what you paid for again, luskaner is a hero for me.
Maybe the old AoE versions will be open-sourced one day, that would be awesome.
I wonder if there any public documentation for AoE3’s API that was used to make this or if this was all newly reverse engineered. I’ve seen people ask about this kind of documentation before, but I’ve never seen it.
I'd be surprised if the definitive editions changed the design significantly enough to move the netcode away from P2P, but I don't know of any actual information on it.
You don't need anything paxos-like for this, the game desyncs and stops if any machine messes up but you can usually restore from a save point in that case.
Given this, I suspect the server is used as a central source of truth between the clients where all game data goes through the server, with all the calculations still being done client-side.