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by Iridescent_ 653 days ago
Not trusting the clients and redoing all calculations server-side would require massive processing on the server side. Your idea then multiplies the load on the server.
3 comments

We do have massive processing on all sides. And the actual processing done for the game stuff is not really that big. Mostly it goes to graphics, sounds and so on.
How much though, i mean you're basically doing vector work, and only when its visible within range, and then when its visible within the player and the player hitbox is.... oh I see.
Overwatch does this just fine and deadlock actually.
> deadlock actually how do you know? has there been a technical deep dive published?
Opening the console and seeing rollback net-code pretty much says enough. Also the game itself feels great to play even with 160ms ping which is only really possible when using architecture similar to overwatch.