Lockstep RTS: in between updates for higher visual framerate?

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10 comments, last by suliman 10 years, 2 months ago
The point I'm making is that, if you run the simulation at 60 Hz, you may also run the input at 60 Hz if you want, without having to send packets 60 times a second. The point of enqueuing them across time is that the latency from "giving command" to "command executed" would be less jittery -- jitter would be 17 ms instead of 100 ms.

It's probably fine to quantize command timesteps to 10 Hz, although I think the best players in the world may occasionally get close to that command rate.
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Ah ok now i get it.

Yeah i think 10Hz commands are fine for the game im planning:) But i will keep your comment in mind

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