Presumably, since the game is based on the Crysis engine, the answer is "as for Crysis"? I'd be interested to hear from anyone who can explain the way that Crysis handles the client/server problem, if that makes sense (if that is part of the engine being used by MWO).
GrizzlyViking, on 27 April 2012 - 08:04 PM, said:
Here ya go...see topic three "Lag Shooting" near the bottom of the page. http://www.mechwarri.../trm/Combat.htm
Given that's for MW3, how to see it being relevant to a game built on the Crysis engine?