Does OCS have any drawbacks?
TL;DRQA says the only drawback is testing time, while Gordon adds that programmers can no longer assume every entity exists, so features must be designed with streaming in and out in mind.
From the time it takes for us to test it. That's the only one on our end.
You mentioned earlier some of the challenges involved, like the scanning, having to leave the markers when something is culled so that people can still see it.
Yeah, I don't want to generalise, but most gameplay programmers are quite happy to just assume everything exists all the time. I'd be very happy if I just had every single entity on the client at the same time, because it'd make my job a lot easier, whereas now, I've got to make sure every entity I'm accessing exists, and if it stops existing while I'm talking to it, what do I do? Lots and lots of more technical challenges. It just requires you to think about things, not that you don't think about things, but you've got to be very aware of the implications that a lot of stuff might stream out. If I'm designing this feature, will it work when not everyone's here? Do I need to move it to exist on the server rather than the client? And tweak things to make them work.