2 ms·
Yeah, don't use the term "netcode" which originated from gamers. Look up resources on multiplayer client-side prediction, interpolation, reconciliation, and lag
by andrewmcwatters 4y ago
Yeah, don't use the term "netcode" which originated from gamers. Look up resources on multiplayer client-side prediction, interpolation, reconciliation, and lag compensation.
Together those techniques constitute what laypersons consider "netcode," which ignores still fundamental details like payload construction, serialization, deserialization, broadcasting, heartbeats, etc.
For instance, networked visibility affects bandwidth consumption, but no one talks about it or worries about it until you're playing with a cheater with wallhacks.
But wait! Modern rendering techniques cull on the GPU. So you have, you guessed it, more and more potential for modern games to broadcast all player positions at all times, unless the developers know to segment player visibility and not network their presence behind non-translucent surfaces.