5 ms·
You could run trusted game server proxies. In FPS games this would help with the latency vs cheating trade-off. 1. An enemy is hiding behind a corner. The play
by Kinrany 5y ago
You could run trusted game server proxies. In FPS games this would help with the latency vs cheating trade-off.
1. An enemy is hiding behind a corner. The player takes a step and sees the enemy.
If the client knew the enemy was there, the player could cheat. If the client didn't know, the player would see the enemy with a delay. The proxy can share the hidden state at exactly the right moment.
2. When the player thinks that their shot hit the target, but the central server disagrees.
If the client is trusted to determine the answer, the player could cheat again. If the client isn't trusted, the player would sometimes see a hit that didn't harm the target. The proxy can make the decision and provide accurate feedback immediately.
- plopz 5y agoThis seems like its http and web sockets, so probably not useful for game networking until HTTP/3 and WebTransport happens so that UDP becomes possible.
- WorldMaker 5y agoIf a game doesn't want TCP at all for whatever performance metrics they think they need to hit in their networking stack, HTTP/3 is not likely to meet their needs/standards/expectations either even over UDP because HTTP/3 just moves some of TCP's stack into the application protocol over top of UDP and in some ways remains "just" a TCP-over-UDP tunnel.
- plopz 5y agoCould you elaborate? I'm not sure I understand. The main issue that UDP solves in game networking is being able to send/receive out-of-order messages, which will be possible with WebTransport datagrams.