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by maccard
665 days ago
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The performance issue you talk about has a little more to it too. If the server is 30ms away from you and the other player, and the server runs at 30Hz there’s 90ms between the enemy pressing a key and you seeing it. That’s before you add real world networking conditions into the mix and have to start adding client side prediction in which adds a few more MS to boot, or errors. But in order to do this prediction the client needs a little more state than is visible on screen - players that are around corners that are about to appear, that sort of stuff. So the client needs that information in order to actually function meaning it’s hard/impossible to tell the difference between good game sense (I know the reload time of this gun is X and that peeking lasts Y frames and they will appear here) and cheating (we’re 2 frames away from showing the player on screen but he’s going to be right here so shoot here) |
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