It was definitely a real pain to ensure the whole stack was deterministic. Since we only targeted ps3 and xbox360 it was easier to ensure determinism. All in all, I wouldn’t recommend it.
Yeah, unless you have a entity count that exceeds your available bandwidth you're usually better off with a dead-reckoning system.
That also has the advantage of being able to "fake" events with effects until the server can resolve them meaning a latent connection can 'feel' faster.
Kudos to you for shipping a lockstep solution, we could never flush out the determinism bugs on our titles so we always just used dead-reckoning unless it was some dumb turn based game.
That also has the advantage of being able to "fake" events with effects until the server can resolve them meaning a latent connection can 'feel' faster.
Kudos to you for shipping a lockstep solution, we could never flush out the determinism bugs on our titles so we always just used dead-reckoning unless it was some dumb turn based game.