4 ms·
The second article mentions delay based and rollback both of which seem to be appropriate for peer to peer graphs, but there is a third option: server authority
by grog454 3y ago
The second article mentions delay based and rollback both of which seem to be appropriate for peer to peer graphs, but there is a third option: server authority. I created a game with mechanics very roughly analogous to fighting games (nebulous.io) where there is no client side prediction, no rollback, and a 20hz update loop. Clients just render what the server reports (with some smoothing). I never get complaints about fairness, and players can quickly learn to adapt to their latency to servers located in different regions. Its as well now as it did in 2015, when a significant portion of players used 3g or worse cellular connections.
- starburst 3y agoI suggest you read again about rollback input based deterministic simulation, it is the superior option by far, especially for competitive, you have in practice “no lag”. That you never got any complaints doesn’t means your solution doesn’t have plenty of issues, also 20hz is pretty low. There is a reason why no multiplayer fighting will even be considered competitive if they don’t use rollback netcode in this day and age.
- dmonitor 3y agoThis? https://play.google.com/store/apps/details?id=software.simplicial.nebulous https://play.google.com/store/apps/details?id=software.simpl... You think this is roughly analogous to a fighting game?
- grog454 3y agoYes. Although I'm not going to quote my exact wording. Feel free to scroll up and/or familiarize yourself with the game if you're having trouble understanding.