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by dustbunny
158 days ago
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It's a common misconception that this is only used in fighting games. This technique was developed first in Duke Nukem, and then exploited heavily by Carmack in Quake, and subsequently refined and built upon in other AAA FPS games, specifically for the local player movement and shooting. |
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With rollback/lockstep, there's no need for a server simulation at all. Most games are not doing that: the client's local simulations are less important than the server's simulation, even missing information (good to prevent wallhacks). Any dropped packets are handled with the server telling the client the exact positions of everything, leading to warping. Dropped packets and latency also only affect the problem player, rather than pausing everyone's simulations.