3 ms·
The old trick (circa AOE2 and SC) is to delay execution of the user input long enough to account for most latency in propagating input to other players (usually
by gamblor956 4y ago
The old trick (circa AOE2 and SC) is to delay execution of the user input long enough to account for most latency in propagating input to other players (usually 100 to 500 ms), and to hide the delay through audio or visual acknowledgements of the input. Input was executed on "ticks" which did not directly correspond to time.
- 10000truths 4y agoYou don’t even necessarily need to mask the latency. You can just accept inputs at a low but consistent tick rate, and players will be able to adjust as long as packet loss and jitter are minimal.