3 ms·
You can't just have a "good" internet connection. For some games the difference between 30ms and 100ms latency is a great experience vs being almost unplayable.
by enlyth 3y ago
You can't just have a "good" internet connection. For some games the difference between 30ms and 100ms latency is a great experience vs being almost unplayable. This is not exaggeration, this is fact and millions of gamers who actually measure their ping will tell you the same.
- cjsawyer 3y agoThe latency between peripheral input and visual feedback is much more important than the latency between a game client and server. The servers have all sorts of mitigation strategies to compensate. For inputs, it’s all on the human. Which feels bad.
- rrix2 3y agoThe latency between a peripheral input and the visual feedback includes that latency between the client and server in a streaming scenario. The TV isn't smart enough to implement rollback netcode for every game.
- ElectricalUnion 3y ago> The servers have all sorts of mitigation strategies to compensate. I haven't seen any papers where cloud gaming servers implement rollback logic on your inputs in behalf of the game developer. Even assuming games that do support native rollback, most rollback netcode implicitly considers you're local to your game client, not in some relay box 7 frames or more in the past.
- cjsawyer 3y agoI was talking about clients and servers in the classic setup, not for cloud gaming. My parent was talking about game ping and I was pointing out that cloud services are even more sensitive since you’re not interacting with the game client locally.
- c0pium 3y agoRocket League is an extremely twitchy game, especially in 1s. Several of the best 1s players in the world were playing from KSA for years on well over 100 ping. They were winning tournaments without a single loss against players on single-digit ping.