5 ms·
I was wondering the same thing. I'm not much of a gamer these days, but back when I played a lot of LMCTF, it was all about latency (and the offhand grapple). H
by pcl 12y ago
I was wondering the same thing. I'm not much of a gamer these days, but back when I played a lot of LMCTF, it was all about latency (and the offhand grapple). Have game engines gotten so much worse that bandwidth is now an issue, or is this just artistic license?
- kbar13 12y agoI did some math back (a few years ago) when I was on U-Verse to determine if this was an issue. It's not, not even close. The average shooter, based on the highly scientific study of Counter Strike Source and Urban Terror (a quake mod), the average bandwidth used was under 128kbps. Latency, especially the variance of latency and packet loss are the biggest issues at hand. I find it absolutely hilarious whenever ISPs market their larger packages for the "hardcore gamer", when in fact a real hardcore gamer would probably opt for the smallest package.
- evadne 12y agoIt’s all assets. For example, an average Team Fortress 2 map is 50MB, and servers can push new maps to clients when they connect. Lag compensation [1] does not compensate for lost kills, unfortunately, and I bet people still uniformly complain about bad net code nowadays. [1] https://developer.valvesoftware.com/wiki/Lag_compensation https://developer.valvesoftware.com/wiki/Lag_compensation