Synchronisation of server info to clients and lag idea...
I was thinking for server side data being sent to the clients, if there was a mixed ping rate of the clients eg 100, 50, 400, 200.
You could send the data to the slower pingers first then to the faster ones in time of which the slower pingers woulda received the message. So everyone gets the same speed.
Ofcourse theres the issue of major laggers, but you could set a limit or get the average etc.
Whadda think?
...has anything like this been done before?
January 02, 2004 01:50 PM
The numbers you have written down are in milliseconds (1/1000 second). Your network card can send data at a rate of 10Mbit per second (100Mbit on FDDI nets); so if you do the math right you will find out that delay between each sent packet is counted in microseconds (1/1e6 second). Your network card can thus send a s***load of packets by the time the first one reaches its destination and comes back. Does it still make sense to optimize the sent packet order then?
quote:
Does it still make sense to optimize the sent packet order then?
In case anyone missed it, this is a rhetorical question to which the answer is an empahtic ''No''. The math presented is over-simplified, but the general idea is correct.
To the original poster - synchronize the game time on the clients and have them use event stepping or something like what is proposed in the ''1,500 Archers'' article on gamasutra. Defeating lag isn''t an exacting science (nor is it rocket science) - and it doesn''t need to be.
Good luck.
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