4 ms·
So with your lockstep I presume you're allowing the client to move instantly locally then syncing back with the server? As I'm getting some minor snapbacks (I p
by TimJRobinson 14y ago
So with your lockstep I presume you're allowing the client to move instantly locally then syncing back with the server? As I'm getting some minor snapbacks (I probably have 200ms+ ping being in Australia) and usually lockstep (for RTS games anyway) doesn't have that and has input delay instead as the client waits for their moves to return from the server.
EDIT: Ah cool I see it's explained in your post: http://blog.artillery.com/2012/10/play-powderkeg-html5-multiplayer.html http://blog.artillery.com/2012/10/play-powderkeg-html5-multi...
- statico 14y agoYep, the 'snapbacks' you're referring to are a product of the hinting and lag compensation. Right now the "tick lag" which controls this is 200ms — we could raise it to make gameplay smoother but then the snapbacks would be even more egregious.