I have a question regarding NetMulticast and Actor relevancy.
PlayerA is battling PlayerB at some location.
PlayerC is somewhat 100000km away, aka not relevant to PlayerA nor PlayerB.
During the battle, the server executes a NetMulticast on PlayerAs character (for example, to make PlayerAs character play an animation).
How will that NetMulticast be handled. Is it either
- The server is smart enough to realize that PlayerA is not relevant in PlayerCs perspective, thus the server will only send the NetMulticast about PlayerAs character to PlayerA and PlayerB?
- The server sends the NetMulticast to PlayerA, PlayerB and PlayerC, but PlayerCs client realizes “that data packet is not relevant for me, i’ll ignore that”?
Obviously the first possibility could save alot of bandwidth while the second wastes bandwidth and cpu time on PlayerCs client.