3 ms·
I think gaming netcode engineers would love to ditch CSP, but the problem is even though low-latency connections are mainstream, stable latency connections are
by keerthiko 7y ago
I think gaming netcode engineers would love to ditch CSP, but the problem is even though low-latency connections are mainstream, stable latency connections are not. It's always possible to have lag spikes or temporary slowdowns in your routing or connection.
Second, it's also possible to end up through matchmaking lobbies on a server halfway around the world from one or more of the players in a given match. At some level the limitations of physics still result in noticeable latency and CSP is still mandatory for any fast-paced real-time online multiplayer game.
- staunch 7y agoWithin a US city or state it's very rare to have much packet loss at all. It's very easy to spot using the builtin netgraph in Quake Live and other games. Players that are separated by thousands of miles should not be playing competitive FPS games together. It's physically impossible to make it a consistently good experience.