10 ms·
It depends on the genre and the specific game. RTSs can do it this way and some fighting games do, although some fighting games use a variation that involves pr
by mtinkerhess 8y ago
It depends on the genre and the specific game. RTSs can do it this way and some fighting games do, although some fighting games use a variation that involves predicting player input and rewinding the game state on misprediction in order to reduce perceived latency. FPSs tend to use a totally different model that involves sending only the most recent relevant information to each player and trying to balance server authoritative cheat-prevention with allowing clients a little leeway in order to make the twitchy gameplay feel better. There's a great paper on Tribes' networking model that is still largely relevant for FPSs.
- kqr2 8y agoFor reference: https://archive.org/details/tribes-networking-model https://archive.org/details/tribes-networking-model