4 ms·
> round-trip latency for halfway accross the world cannot be physically less than ~200ms Yes, but people have been playing online games for a while now and lat
by bnegreve 11y ago
> round-trip latency for halfway accross the world cannot be physically less than ~200ms
Yes, but people have been playing online games for a while now and latency was always there. I don't see why it would sudunly become a problem.
They'll just choose the closest server (i.e. the one that is not accros the globe) as they always did.
Whether the service is "rendering", "web" or anything else doesn't make a difference wrt. latency.
- dtech 11y agoWith local rendering, when you shoot a bullet you see the bullet shoot after local hardware latency (~50ms) and get a confirmed kill after local hardware latency + round-trip time (say ~50ms). If the rendering is distant, the time until you will see that bullet shoot becomes 100ms instead of 50ms.
- bnegreve 11y agoAs long as the enemy player is remote, the enemy player position (and thus confirming a kill) will inevitably be delayed by the network latency (whether rendering is local or distant). That won't change. The only thing that will change with remote rendering is that your own moves are also going to be delayed, which is certenly anoying I agree. But, on the positive side, this ensures consistancy between the view and the model, that is: you won't try to shoot at a player that is not actually where you're seeing him. That happens a lot with local rendering.