3 ms·
And they handle congestion cleanly[1] which is one of the things I predicated you need if you didn't do 10-13Hz(along with smarter vis sets). Every game is goi
by vvanders 9y ago
And they handle congestion cleanly[1] which is one of the things I predicated you need if you didn't do 10-13Hz(along with smarter vis sets).
Every game is going to be unique and gameplay structure has a huge impact on your data rate. We had games back in '97 like Subspace[1] that handled hundreds of players in the days of dial-up and 200ms+ pings. Generally if your data rate per-link goes above 10kb/sec you'll start to see degradation of jitter across your userbase. There's smart ways to handle that but if you want to do a fixed-tick you run up against that limit really quickly.
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Other games will do smart things to keep skill high and tick rates low. CS(but not CS:Go that I know of) used to famously rewind time based on your latency so your view of the world was accurate, but lead to fun behaviors like rubberbanding as you got shot around a corner(due to movement speed slowing down at that past point in time and the game having to reconcile it with the current timestamp).
[1] http://www.eurogamer.net/articles/2016-08-12-looks-like-blizzard-silently-improved-overwatch-server-tick-rate http://www.eurogamer.net/articles/2016-08-12-looks-like-bliz...
[2] https://en.wikipedia.org/wiki/SubSpace_(video_game) https://en.wikipedia.org/wiki/SubSpace_(video_game)
- bcassedy 9y agoMan Subspace/Continuum was such a great game. I do recall issues with packet loss, but in general the game functioned really well even on my 33.6kbps modem with hundreds of players and pretty frenetic gameplay. It's not until you mentioned it that I realize how amazing that feat is.
- vvanders 9y agoOh yeah, I love to hold up Subspace as a perfect example of why games is so cross-discipline driven. For networked games building design about predicting where someone will be means that frame-to-frame latency almost doesn't matter. The Newtonian physics of that game plays into it perfectly leading to a something that works over primitive modems. Even FPS games to a large degree are about predicting/leading the positions of the other players. Compare that to say, fighting games which are very reactionary and very hard to run over any latent connection without some seriously complicated netcode involving time rewinding.
- Tobba_ 9y agoCS:GO (and all other source games) do the same lag compensation as CS did (though it's horrifically buggy, but it was pretty messed up in 1.6 as well). People seriously underestimate how impossible it is to play fast-paced games without it - you wouldn't be able to hit a HS on a moving player in CS:GO even with ~30ms ping without leading your shot if that wasn't there. It's also not actually why you rubberband - that's just caused by your own latency (moving while already dead). It does mean you can get hit after moving behind a wall though.