4 ms·
I think the point was that resyncs (exchanging game state) are too intensive (hence the prohibition on "join in game") - as you say if people are prepared to wa
by nopassrecover 15y ago
I think the point was that resyncs (exchanging game state) are too intensive (hence the prohibition on "join in game") - as you say if people are prepared to wait a few minutes it's less of an issue. Having said that, this explains load screens on joining multiplayer games much better for me (first load is a state sync, but subsequently input-sync could be sufficient).
- algorias 15y agoI think we'd be talking about seconds here, not minutes. 1K units might be a lot to update in real time while doing a bunch of rendering etc, but a dedicated sync pause shouldn't really take very long in isolation.