3 ms·
In RTS you can get away with latency between player input and the thing actually happening on the order of 100-200ms with visual tricks and thus serializing all
by dfox 9y ago
In RTS you can get away with latency between player input and the thing actually happening on the order of 100-200ms with visual tricks and thus serializing all the player inputs and replicating only that to independent simulations for each player running in lockstep is viable. You can't do that for games which need faster simulation updates than network round-trip.