3 ms·
Some multiplayer network games memoise the game state. When an input event arrives from a remote player it is applied to the game state that existed at the time
by masfuerte 3y ago
Some multiplayer network games memoise the game state. When an input event arrives from a remote player it is applied to the game state that existed at the time of the event. Then the state is fast-forwarded to the present time and the game continues. Ideally you shouldn't notice this happening.
The obvious fix for laggy input is to apply the same processing to local input, but I've not heard of anyone doing this.
(I think this technique is known as netcode.)
- rerdavies 3y agoEarly versions of Android had this feature (Android 3-ish, 4-ish?) Touch events were run through a filter to predict where the touch position would be some number of frames in the future -- presumably to compensate for page-flipping delays. Not sure it made much difference, mostly because smooth animations on old versions of Android were extremely difficult because of inadequate CPUs/GPUs. The classes used to do predictive tracking don't seem to be used anymore in current best practice/current API sets.
- scott_w 3y agoI think native PS4 games did something like this to work around it. Final Fantasy X was a PS2 game ported to PS4, so I doubt they re-wrote their controller code to that extent, especially given how noticeable it was.