3 ms·
In any split-second game (and this article literally advertises "real-time twitch combat"), 200 ms is unplayable. With two players of equal skill, it comes down
by btym 11y ago
In any split-second game (and this article literally advertises "real-time twitch combat"), 200 ms is unplayable. With two players of equal skill, it comes down to "who can react quicker", and the 30 ping player will win every time.
- rcarmo 11y agoYep. Loved it when we moved from ISDN to an E1, Quake became a lot more intense for my opponents :)
- vvanders 11y agoTotally depends on the type of game and how the design is structured to deal with latency. See my reference to SubSpace farther down, it's a highly skilled game that can be easily played on a ~250ms latency. The large majority of the game is predicting where the other player will be in ~0.75s and setting things in motion ahead of time to intercept them. Any game based on prediction and designed for smooth re-integration of the game state can be done on latent connections. Heck there's even been some really impressive stuff in the fighting game space involving re-winding gamestate to resolve hits ~0.25s in the past(the original Counter-Strike does this as well, although not as well which is why you'd sometimes see people rubber-band back around a corner when hit).