3 ms·
not sure if there is math to back this up. a regular multiplayer FPS already sends and receives a lot of data. there is always some lag. you could say at least
by supergirl 5y ago
not sure if there is math to back this up. a regular multiplayer FPS already sends and receives a lot of data. there is always some lag. you could say at least the input lag is 0 but for multiplayer it's not exactly true. the server is authoritative and it might revert your movement or decide you didn't shoot where you think you shot, etc.
- jimmaswell 5y agoServer lag is one thing but a local client will at least let your local movements and reactions feel real-time.