Oh, please explain the complexity to me like I’m a system administrator with only 25 years of experience. I didn’t realize that computers could connect to each other over a network until 3 days ago, imagine my surprise.
You could start with the fact that many online game servers (ex: Valorant, Apex, Overwatch) artificially increase everyone’s latency at the server, except for the people with higher network latency in order to compensate for lag through a technique called lag compensation. So having 10 ms ping and 50 ms ping just means the server introduces a 40ms delay on the player with 10ms ping so both players experience the same latency.
Or maybe you could explain how game state updates happen with a set frequency and the gap between the state updates can also be adjusted by the server for each client so that state updates are sent to higher latency users earlier in the update window. I mean this technique is essentially lag compensation as well, but it applies to how the client updates are sent instead of being applied to incoming packets.
Or, you could avoid all this and simply declare me incorrect by pointing at a game that doesn’t use lag compensation or otherwise move the goal posts so that you don’t actually have to explain the complexity that you were hinting at.
Oh, please explain the complexity to me like I’m a system administrator with only 25 years of experience. I didn’t realize that computers could connect to each other over a network until 3 days ago, imagine my surprise.
You could start with the fact that many online game servers (ex: Valorant, Apex, Overwatch) artificially increase everyone’s latency at the server, except for the people with higher network latency in order to compensate for lag through a technique called lag compensation. So having 10 ms ping and 50 ms ping just means the server introduces a 40ms delay on the player with 10ms ping so both players experience the same latency.
Or maybe you could explain how game state updates happen with a set frequency and the gap between the state updates can also be adjusted by the server for each client so that state updates are sent to higher latency users earlier in the update window. I mean this technique is essentially lag compensation as well, but it applies to how the client updates are sent instead of being applied to incoming packets.
Or, you could avoid all this and simply declare me incorrect by pointing at a game that doesn’t use lag compensation or otherwise move the goal posts so that you don’t actually have to explain the complexity that you were hinting at.