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by simonsays2 2640 days ago
This sort of stuff has been around for a while, it helps some, but realistically your game needs to be designed from the ground up with latency and stutter in mind. If you do this, you wont need the complexity and expense of this sort of thing.

First you need client side prediction and smoothing. Next, you must design your game so it follows certain very strict rules about player interaction. These rules allow the players to feel the have real time synchronization when in fact synchronization is lazy. The specific rules required are different for each game, and must be nailed down before game design begins.

1 comments

Are you teaching game networking to Glenn Fiedler? You probably learnt it from him, or someone who read his articles!

Now seriously: client side prediction is not magic and it always introduces its own problems, like getting killed after getting into cover (especially in low TTK shooters) or the opposite: bullets not registering when if they hit in your screen.

Client side prediction is sleight of hand. It will never replace actually perfect network conditions and will still feel better the lower your latency is.

It's necessary, but not sufficient.

Fuck yeah, I'm trying to warn people to go it right and not wait for a magic bullet that will never come.
Sure you can client side predict, but since the real game lives on the server, you want the minimal latency to that server so you see the most up to date version of what’s really happening, and your actions take effect as quickly as possible. You still want the lowest latency here.