|
|
|
|
|
by mook
665 days ago
|
|
My understanding is that it's popular now to use rollbacks in fighting games (in combination with delays so the rollback doesn't get too far). Perhaps something like that would be useful, though of course that would depend on the game (and how much data it needs to send between players). |
|
Fighting games have two (maybe 4 with assists) characters generally at 60fps. That's relatively easy to do. A worse case would be an RTS game: in a fight when each unit's attack needs to be calculated repeatedly. Valorant runs at 128 ticks/second. For the same latency compensation as 6 frames in a fighting game, you would need 13 frames, so you need to be able to simulate the game at 13x speed.
And rollback still has janky visuals when conflicts happen. The games I've played will let you choose between smoother visuals with more delay or rollback artifacts with less delay. Generally the default setting is the former.