I was talking through an observation made by another player about how high FOV QBs hold the ball longer than low FOV QBs, and it made me wonder how the passing game is multithreaded. (I assume that it is multithreaded with difference processes accounting for how receivers move, how DBs move, and how QBs react, etc. I can't conceive of a way that it wouldn't be multithreaded, but I could be wrong.) How are QB calculations kept in sync with WR calculations?
If they are badly out of sync, it could account for some of the issues we're seeing with the passing game like (1) receivers completing routes and starting to run alternate routes (free running) before the QB decides to throw the ball (this happens a lot, A LOT, with the 311 TE PA pass that I've been experimenting with) and (2) QBs holding the ball way too long in general. It stands to reason that a high FOV QB will end up performing many more calculations than a low FOV QB on the same play. If the calculations are taking longer than the other processes, then QBs holding the ball too long could be a server performance problem more than a code problem.
Just a thought.
Last edited at 11/13/2016 9:33 pm