3 ms·
I agree, jitter bigger than a synchronization time is worse than high latency. When player have high latency (and I was in top3 on NA Solo ladder in League of L
by chupasaurus 7y ago
I agree, jitter bigger than a synchronization time is worse than high latency. When player have high latency (and I was in top3 on NA Solo ladder in League of Legends while playing from Urals with 220ms), he could only predict the moves of the opponent because what you see is far behind the server state, but with stable latency he knows the exact delay between an input and registering it on the server which puts less pressure to mind to deal with desynchronization between the picture on a display and the actual state.
- stcredzero 7y agoI agree, jitter bigger than a synchronization time is worse than high latency. I'll always grant that fast twitch FPS will always have a problem with this. That's not the genre I'm interested in creating games for, and it's not what my server framework is designed to support. (It is real-time action, but the pacing is more akin to RTS than FPS.)
- chupasaurus 7y agoI didn't say that high latency isn't frustrating. But you can effectively shoot the air on the route of the opponent where you'd think he would be by the time server would have your input.