xenoglyph, on 17 November 2012 - 01:44 AM, said:
I had an idea for a system to reduce lag, not sure if anyone's ever tried it before.
Basically, game server caches game state for 250ms or so. Game client, when sending weapon fire requests, sticks a timestamp accurate to the millisecond on that datagram/packet. When game server receives request it goes back in time to the specified timestamp to calculate hits. Wouldn't eliminate lag, but would help quite a bit I think.
Will not work , there are many more variables that happen in that same time frame that will throw latency around , mechs speeding up / slowing down etc . Net code is just a lot more complicated to get some sort of equation to work very accurately with it. The issue Mechwarrior 3 had was that the host was always someone different , therefor , the latency would always be different depending on who the host was. It was a horrible experience for most people but those that knew how to read it in a split second and fire into empty space , got good at it and was able to consistantly score hits , like me. However , in todays world of FPS and FPS like simulation games , that sort of critical information is almost impossible to get very accurate with on standard connections , if it was a game where you could play across a LAN , none of that would exist much at all. However its not , so thats what we have. I think it works fine but then again , I'm from Mechwarrior 3 , so eh , use to it from that.
Edited by SJMechgod27, 17 November 2012 - 02:41 AM.