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Compensating for lag in realtime simulations?

Started by April 06, 2002 06:00 PM
1 comment, last by Ranger_One 22 years, 9 months ago
How does one compensate for net lag when you need a realtime game environment? Do you guess via PING tests, then adjust accordingly? If so, how? I''m looking for solutions that will work with both peer2peer and client/server models... Thanks, Ranger
By this do you mean to create synthetic lag for those that don''t actually have it?

If a given player''s connection is not fast enough to realistically update their position to the server, then you could reduce the number of times their position (or other information) is updated. Unfortunately, with this method, you can often create "warp" for other players in which a player will teleport from one location to another because of the lack of updating.

I think that a lot of gaming firms are still trying to work on the best systems for network games, as clearly network lag is still a huge problem among them.

Compensating for the lag could possibly make the game more fair for the players with slower connections, but can cause other problems.

-- Neg
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What you''re looking for is called Dead Reckoning. Give it a search. And yes, you should measure ping times to adjust.

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