4 ms·
We're not talking about input or rendering latency here, networked games are designed to work such that even when you have 100-300ms of round-trip latency the o
by vvanders 6y ago
We're not talking about input or rendering latency here, networked games are designed to work such that even when you have 100-300ms of round-trip latency the objective of the game is setup in such a way that your success is based on "predicting" events or the server keeps all disparate time domains in memory and can time-rewind to resolve authoritative game state.
- breakfastduck 6y agoI know that technically it's a different problem. But the prediction is exactly what makes it feel unresponsive. So the human perception is input lag, regardless of what causes that feeling.
- chupasaurus 6y agoThe input lag causes both unresponsiveness and prediction. The former is obvious, a simple example for the latter: in RTS/MOBA (both rollback or lockstep netcode) the whole region around the opponent where he could be in the next tick becomes your target, the size of it depends on the latency and if RTT is big enough possible reactions become an additional factor.