多个DS服务器承载一个大地图/Multiple DS servers host a large map.

Our map is very large and needs to be carried by multiple DS servers, so divide a large map WarMap into four pieces and use one DS bearer for each piece (if the four DS servers are ABCD respectively). How to make the client behave seamlessly and quickly when the player leaves the boundary of the current DS server A and enters another DS server B? The default ClientTravel mode will cause the client to unload the current map and then reload it (because both DS server A and DS server B belong to the same map WarMap). Because our map is too large, this process will probably take 10S. Is there any way to optimize the handover process?

我们的地图很大需要多个DS服务器承载 所以把一个大地图WarMap分成四块 每一块使用一个DS承载(假如这4个DS服务器分别为ABCD)
当玩家离开当前DS服务器A的边界进入另外一个DS服务器B的时候 如何让客户端表现的无缝快速

默认ClientTravel方式会导致客户端卸载当前地图然后重新加载当前地图(因为DS服务器A和DS服务器B都属于同一个地图WarMap) 因为我们的地图过大 所以这个过程大概会消耗10S时间
请问有没有什么办法可以优化这个切换过程

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yeah our game is face the same problem! can i ask you is solve?

We don’t have a good solution at the moment. The current approach we are taking is to switch DS servers when a player reaches the server boundary. However, this method has a significant problem in that the DS server switching process is slow (because it involves unloading and loading the map, even though it is the same map, UE5’s underlying logic still needs to unload the current map and then reload it).