[DiscordArchive] Also this is for RTS games right?
[DiscordArchive] Also this is for RTS games right?
Archived author: Balthazar • Posted: 2024-04-02T18:56:48.474000+00:00
Original source
I know
Archived author: Balthazar • Posted: 2024-04-02T18:57:23.632000+00:00
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But when a client receives it it can calc how long the packet travel time was right? From server to client.
Archived author: Balthazar • Posted: 2024-04-02T18:57:31.350000+00:00
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And do this?
Archived author: Balthazar • Posted: 2024-04-02T18:58:33.670000+00:00
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But maybe I am wrong? How does this counter lagging players exactly?
Archived author: Balthazar • Posted: 2024-04-02T18:59:52.746000+00:00
Original source
To try to render it at its current REAL location. I know FPS games use snapshot interpolation and just renderer everything in the past.
Archived author: Balthazar • Posted: 2024-04-02T19:00:07.351000+00:00
Original source
If WoW used that as well, i don't know why the time needs to be included in the movementinfo
Archived author: Tea • Posted: 2024-04-02T19:00:17.331000+00:00
Original source
idk tbh
Archived author: Gamemechanic • Posted: 2024-04-02T19:05:46.996000+00:00
Original source
there is the opposite version. Where you add a fake minimal delay to the timestamps, so the client receives future movements. Then the client does antijitter magic based on the buffer of upcoming movements.
but.. idk anything about how retail wow handles it