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by Terr_ 4113 days ago
Even assuming a perfect computer with zero input latency and zero display latency the network part still matters when it comes to knitting an area like "North America" into a game region. It feeds into longer causal chains.

For example, consider two players in LA both using an NY server over the dedicated zero-overhead fiber-optic network mentioned above, with a relatively modern game-networking stack.

(1) Player A raises an energy-shield t=0 ms. (Client-prediction.)

(2) The server agrees as of t=20.

(3) Player B shot an instant-travel hitscan weapon at t=39, while the victim was still exposed on his screen.

(4) The server gets the shot-message at t=59, and honors it (Latency Compensation), sending a damage/death message out to Player A.

(5) Player A receives the news of his damage/death at t=79.

Even in that world of unattainably-good equipment, that's 80ms of "wait, that doesn't look right".

1 comments

Lag compensation has flaws, but you don't have to lag compensate. You can delay player input until the server's processed it and responded. Even better if you're clever you can delay player input by half the ping time.

Edit: Also don't double your ping by putting relay servers only on one edge of the country.