3 ms·
> In other words, "real-time" in the sense that missing deadlines will mean that the quality of service is degraded. Deadlines here mean delivering the packets
by louiz 13y ago
> In other words, "real-time" in the sense that missing deadlines will mean that the quality of service is degraded. Deadlines here mean delivering the packets in time for the next simulation timestep.
Yeah, that’s what happens in most RTS, if the feedback for the action you sent doesn’t come back before Xms, then the game pauses and waits (for example Starcraft 2 does that).
And I know the lock step mechanism used in some RTS, I’m implementing one myself. But I don’t see how it makes it non-real-time. If quake or teeworlds associates a network packet (containing a player-position) with a frame, does that make it really-fast turn-based game (with turns being frames, or ticks, or what you want to call them)?
That being said,
> You and I agree on everything except the definition of "real-time".
No, the “real-time” word is really not that important to me, I mostly disagree with you saying “TCP is […] useless for multi player gaming.”
RTS, or MMORPG, or turn-based tactical RPG, or card games are not “some exceptions”. They probably even represent a huge proportion of the multiplayer games out there. I now understand that you were talking about “fast-paced action games like quake or the likes”, but that really didn’t sound like it.
> I'm sorry if my words were a bit overgeneralized and it annoys you.
This is not just you, I’ve seen a lot of these “— TCP sucks for all online game purposes!
— but what about all these cases were it’s fine?
— Oh, I was obviously talking about those other cases”
But that’s ok, I’ve made my point public instead of grumbling in my head, now I’m fine and we can move on. :)
- exDM69 13y ago> > In other words, "real-time" in the sense that missing deadlines will mean that the quality of service is degraded. Deadlines here mean delivering the packets in time for the next simulation timestep. > Yeah, that’s what happens in most RTS, if the feedback for the action you sent doesn’t come back before Xms, then the game pauses and waits (for example Starcraft 2 does that). To elaborate on this further, I would not consider Starcraft 2 a real time system, because it can stop the world and wait. It is annoying when it starts lagging but produces the "correct" results anyway. This is not the case for simulators that deal with "continuous" physics updates. All clients are simulating the world in parallel and no one has the authority to stop everything. If lag gets significant, the results will become more and more incorrect and the view of the world that the clients have will diverge more. There's always some inaccuracy but that is tolerable to some degree. This is by no means the only or necessarily the correct definition of real time but that's where I draw the distinction when it comes to multiplayer games. Someone might not agree with me on this one.