speculation/summary
- IIRC, in multi-player, the server is generating the cloud data, not the client, to ensure fair gameplay.
- maybe there is linkage between the client ssao code and server stream-in data w/ to clouds.
- Maybe the "clouds" are the null objects causing the errors. In other words, the stream in data from the server is calling object methods on clouds that have not initialized because client ssao is off and it needs to be on for some reason to create/intialize the server cloud objects (not a client/default cloud when ssao is off and would be irrelevant to the server data).
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