Jump to content

  • Log In with Google      Sign In   
  • Create Account


#Actualpapalazaru

Posted 18 September 2012 - 05:46 PM

Yeah latency can be a killer for high speed online games. 100ms latency can mean five to ten meters discrepancy at very high speeds (which fortunately, often means a more linear path and easier prediction, since the vehicles become less twitchy at high speeds). It's a bit weird to picture, but on two machines, both players see themselves leading the race, for example, with the other player behind by a car length.

prediction is also tricky, if you have lots of overtaking and chaotic behaviours.

Unfortunately there isn't much you can do, apart from doing a balancing act between interpolation and extrapolation methods. The best you can hope for is minimise the latency as much as you can (for example, peer to peer where each player directly broadcast their position to other players, with all the caveats attached). Whereas a client-server first has to go through a server to relay the player position. It's even worse in a peer to peer game if you have connectivity issues and 'forwarders' have to relay information between two or more unreachable players.

If the speeds are not so great, then it's less noticeable. Or you just may not be that bothered about accuracy and having cars 'behind' a little bit has no noticeable effect on the gameplay.

Games like Counterstrike mostly run on interpolation, with extrapolation thrown in for edge cases. It means the players are 'behind' their real position at any given moment in time, which can lead to some problems of its own. As for weapon management, the problem is not so difficult in the context of a client server. Google 'lag compensation source networking', which is fairly self-explanatory. That will give a reasonable accurate hit detection, albeit 'laggy', but is fairly resilient to cheating and adjustable to balance the playing field (players with high or low latency connections gets advantaged differently depending on which way you go with the compensation factor).

At the end of the day, you just cannot beat latency completely and you just have to deal with it.

#2papalazaru

Posted 18 September 2012 - 05:45 PM

Yeah latency can be a killer for high speed online games. 100ms latency can mean five to ten meters discrepancy at very high speeds (which fortunately, often means a more linear path and easier prediction, since the vehicles become less twitchy at high speeds). It's a bit weird to picture, but on two machines, both players see themselves leading the race, for example, with the other player behind by a car length.

prediction is also tricky, if you have lots of overtaking and chaotic behaviours.

Unfortunately there isn't much you can do, apart from doing a balancing act between interpolation and extrapolation methods. The best you can hope for is minimise the latency as much as you can (for example, peer to peer where each player directly broadcast their position to other players, with all the caveats attached). Whereas a client-server first has to go through a server to relay the player position. It's even worse in a peer to peer game if you have connectivity issues and 'forwarders' have to relay information between two or more unreachable players.

If the speeds are not so great, then it's less noticeable. Or you may not be that bothered about accuracy.

Games like Counterstrike mostly run on interpolation, with extrapolation thrown in for edge cases. It means the players are 'behind' their real position at any given moment in time, which can lead to some problems of its own. As for weapon management, the problem is not so difficult in the context of a client server. Google 'lag compensation source networking', which is fairly self-explanatory. That will give a reasonable accurate hit detection, albeit 'laggy', but is fairly resilient to cheating and adjustable to balance the playing field (players with high or low latency connections gets advantaged differently depending on which way you go with the compensation factor).

At the end of the day, you just cannot beat latency completely and you just have to deal with it.

#1papalazaru

Posted 18 September 2012 - 05:44 PM

Yeah latency can be a killer for high speed online games. 100ms latency can mean five to ten meters discrepancy at very high speeds (which fortunately, often means a more linear path and easier prediction, since the vehicles become less twitchy at high speeds). It's a bit weird to picture, but on two machines, both players see themselves leading the race, for example, with the other player behind by a car length.

prediction is also tricky, if you have lots of overtaking and chaotic behaviours.

Unfortunately there isn't much you can do, apart from doing a balancing act between interpolation and extrapolation methods. The best you can hope for is minimise the latency as much as you can (for example, peer to peer where each player directly broadcast their position to other players, with all the caveats attached). Whereas a client-server first has to go through a server to relay the player position. It's even worse in a peer to peer game if you have connectivity issues and 'forwarders' have to relay information between two or more unreachable players.

If the speeds are not so great, then it's less noticeable. Games like Counterstrike mostly run on interpolation, with extrapolation thrown in for edge cases. It means the players are 'behind' their real position at any given moment in time, which can lead to some problems of its own. As for weapon management, the problem is not so difficult in the context of a client server. Google 'lag compensation source networking', which is fairly self-explanatory. That will give a reasonable accurate hit detection, albeit 'laggy', but is fairly resilient to cheating and adjustable to balance the playing field (players with high or low latency connections gets advantaged differently depending on which way you go with the compensation factor).

At the end of the day, you just cannot beat latency completely and you just have to deal with it.

PARTNERS