How Flight Sims Deal With Lag
mnemonic writes "How are hundreds of air, ground and sea units simulated in a multiplayer flight simulation with high fidelity, all the while maintaining a smooth framerate for dialup users? Two network protocols, a hybrid server-client peer to peer architecture (the latter of which is reportedly used by Doom 3) are only some of what it takes to keep Falcon 4.0, a beast of a game, playable online."
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HalfLife has a nice feature to deal with lag called 'unlag'. The server has a setting (sv_maxunlag) for how long it should remember positions, default of 250ms.
When you fire a shot, the server checks your ping and looks up where everything was when you fired, so if you shot someones head right before they ran behind a corner and you have 250ms ping, they'd make it behind the corner behind unlag kicks in and they die.
Pain lasts, kid. Its how you know you're alive. Sometimes I think this growing up thing is just pain management-TheMaxx
It is certainely and interesting read but to be quite honest the solution is not ground breaking, it is just a well thought out design. my 2 cents.
The guys who are developing the great Armagetron are dealing with this, as you can see in their Network Subsystem Documentation.
The main issue covered seems to be the need to "level" the different users (in terms of their "ping times"), expecially when one of them is hosting the multiplayer game.
Apple iProduct. Non importa cosa sia, lo comprerete!
They simply employ this =).
Thank you, thank you. I'll be here all week. Try the veal.
"Yeah, well, Dracula called and he's coming over tonight for you and I said okay."