2 ms·
> so why go to the trouble of deterministic gameplay, dealing with de-sync bugs, and making it diffiuclt to late join? The biggest reason is to remove the need
by rcme 4y ago
> so why go to the trouble of deterministic gameplay, dealing with de-sync bugs, and making it diffiuclt to late join?
The biggest reason is to remove the need for frame synchronization. In fighting games, it's important to get frame-perfect inputs. Even in an RTS, frame-perfect inputs matter, e.g. when kiting enemy units. You also get features like replays for free. Late joining really isn't an issue because the server can reconcile the state, deliver it to a late-joiner, and then continue on from there. You don't need to deliver the entire history of events to a late joiner.