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System shock 2 multiplayer lag
System shock 2 multiplayer lag





even games like League of Legends can have some pretty bad lag in it. there is literally no game (to my knowledge) that has multiplayer that has gotten around this issue. Yes, there are issues with the potential for lag and this thing and that thing and ping sucks if I live in China and you are in the USA and we try to play together or something.

system shock 2 multiplayer lag

but in the back of all of our minds, we all want it whether we think it is doable or not. it is brought up so much that we are all sick of seeing it being suggested. The silly thing about all of this is the mere fact that multiplayer gets shot so hard every time it is brought up. That is, if I understand the problem correctly. Not to mention calculating the physics and compressing/uncompressing the data on both ends. So before we can talk about two instances of Beamng sending physics info to one another, we'll need a connection that's capable of sending information from one computer to another computer, and then sending roughly the same amount of information back to the first computer, in less than 0.5 milliseconds. A quick Google search says it takes a few milliseconds at minimum for any two machines to so much as contact each other, before any actual information is even sent. Beam's physics run calculations 2000 times a second (0.5 milliseconds).

system shock 2 multiplayer lag

The issue with all other proposals is that they assume lag can be glossed over, or that compression will spare them. Sure, there will be input lag, but a person can plan around latency. It's the simplest proposal, won't present any serious glitches, and won't require splitscreen support.

system shock 2 multiplayer lag

Click to expand.As multiplayer proposals go, I'm all for the 'All Calculations on the Server End,' personally.







System shock 2 multiplayer lag