4 ms·
AFAIK, the primary reasons are the ones that I gave. Synchronization of client and server can be achieved at scale -- just look at every multiplayer RTS -- it's
by shasta 14y ago
AFAIK, the primary reasons are the ones that I gave. Synchronization of client and server can be achieved at scale -- just look at every multiplayer RTS -- it's just expensive to do on top of an FPS client-server architecture because you have to simulate every client on the server.