3 ms·
I wrote about some related ideas on my blog earlier this year. http://0fps.net/2014/02/26/replication-in-networked-games-spacetime-consistency-part-3/ http://0
by 33a 12y ago
I wrote about some related ideas on my blog earlier this year.
http://0fps.net/2014/02/26/replication-in-networked-games-spacetime-consistency-part-3/ http://0fps.net/2014/02/26/replication-in-networked-games-sp...
You can do quite a bit of latency hiding without even having to speculatively predict things by just shifting the rendered state of the world in time.
- rincebrain 12y agoYou can't shift the rendered state without prediction if it's an interactive experience without prediction or rendering parallel pathways because computational bandwidth makes exploring the narrowed state space more efficient than waiting on RTT for interactivity...