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by Madmallard
721 days ago
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600 ms tick rate and can only support 200 users per instance? Can you elaborate on all that? I was working on a browser game that i’d like to have be realtime and responsive but it seems maybe a tall order from what I’ve been told but I don’t really understand why. Like would 30 fps and maybe something like 50 ms tick rate for 4 players in the same game instance be feasible in browser? Thanks ahead of time! |
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I used 600ms because that's a reasonable rate for walking one square and it's also what is used in the largest similar game Old School Runescape. Even at 600ms ticks, I had to do some tricks to make it feel smoother. For example, I calculate the average latency variation in the client and delay updates so that they fall more closely to exactly 600ms apart. I think 50ms could work if the players are geolocated, otherwise I think that's pushing it. You would need to figure out a very intelligient way to deal with lag at the start.