And if we can get back in the vicinity of the original question... I've read the linked articles.
If a game implements state-rewind... does it cut perceived lag shield in half?
So in the game we are playing now. I pop off a laser and a network packet goes out. It takes its sweet time getting to the server and when it arrives there it is applied to the game state at the moment of arrival. So if my latency is 500 ms, then... in the eyes of the server I pulled the trigger 500 ms after I think I did.
With game-state-rewind: The server receives my data packet and then applies it to the world from as it existed based on my time stamp, 500 ms in the past. It then applies those effects forward and will inform all the other connected clients of the new state of being. Without rewind you had to predictively shoot where the target was going to be in the future. With game-state-rewind it is still true... but the amount is dependent upon how recently your client updated from a server packet. If the client just updated 2 ms ago then you aim right at it. If your client hasn't gotten a server packet for 500 ms then that is the delay... So your lag aim will change from
No game-state-rewind: Latency + Time_Since_Server_Update.
Game-state-rewind: Time_Since_Server_Update.
Time_Since_Server_Update would be a value from 0 to Latency with a nice linear function.
So if Latency is a constant 500 ms... Old system would be 500 + (0 to 500) and new system is simply (0-500).
Now someone who knows stuff... Fix it (my math)
What in game effects will we see?
Edited by ElLocoMarko, 16 January 2013 - 07:36 AM.