3 ms·
You can have real-time games whose mechanics are designed around latency. My game is one example. In fact, I would assert that for now, you have to design aroun
by stcredzero 8y ago
You can have real-time games whose mechanics are designed around latency. My game is one example. In fact, I would assert that for now, you have to design around latency in real-time multiplayer games. Until round-trip latency for your entire userbase is below 40ms, it will be an issue.
- earenndil 8y agoI'd say 30ms, not not 40. Because a single frame is 16.6ms, so 30ms round-trip would bring one-way down to below one frame of latency (potentially with a small amount of jitter).
- stcredzero 8y agoIt sounds surprisingly high, but a lot of the population won't notice 40ms round trip. Some of it will know. It also depends on the game's mechanics. Not all games are FPS. Not all games have action significant down to one frame. Some of my favorite real time games involve making decisions about once every 5 seconds which will result in a turning point in another 15 to 30 seconds which will get you killed or leave you victorious.
- SteveNuts 8y ago> I would assert that for now, you have to design around latency in real-time multiplayer games. Yeah but I believe they mostly do that with client-side rendering using the graphics card, and then reconciling that with what the server side "thinks" things should look like. That sort of thing wouldn't be possible if you're just working with a video stream.
- stcredzero 8y agoI'm not advocating working with a video stream.