Re: Dealing with latency extrapolation and overshooting
Blair Holloway <[email protected]>
| Newsgroups | gmane.games.devel.sweng |
|---|---|
| Message-ID | <[email protected]> |
> > On Tue, Feb 2, 2010 at 9:52 PM, Ben Parry <[email protected]> wrote: I seem to remember a Half Life whitepaper where they said they establish a > fixed lag between the internal game state and the world being displayed, > since lag of all kinds is easier for the player to adapt to once it stops > fluctuating (and also meaning there's no question of where to animate to). > > Apparently I can't remember its name or find it via Google though. They > also talk about player input being timestamped for the game state being > displayed when the player entered it, and the host re-simulating from there > and sending out an updated game state. > Did you mean this? http://developer.valvesoftware.com/wiki/Latency_Compensating_Methods_in_Client/Server_In-game_Protocol_Design_and_Optimization > I'm not sure that Half-Life adds a fixed lag; indeed, it seems to go out of its way to have the client predict the actions of the player, and only correct them if the server finds something egregiously wrong. > Adding a fixed latency to input would help to solve the problem, similar to adding more momentum to our player movement - but at the cost of making the player controls less responsive. (A cost we might have to go with anyway, to some degree.) - Blair _______________________________________________ Sweng-Gamedev mailing list [email protected] http://lists.midnightryder.com/listinfo.cgi/sweng-gamedev-midnightryder.com