dookieagain
So can you explain that rollback netcode? I'm genuinely interested and curious. What happens to the lag? It can't be eliminated as the article you linked to states. It seems like you trade input delay for rollbacks. That sounds like just another form of the real problem - shitty connections.
Player 1 - 50ms latency
Player 2 - 200ms latency
Player 1 hits player 2 in the face. On player 1's screen, he sees the hit. Player 2 saw the hit incoming, so he blocked it. Player 1 gets rolled back and never actually hit Player 2.
The larger the difference in connection, the worse the rollbacks would be. Am I getting this right?
So can you explain that rollback netcode? I'm genuinely interested and curious. What happens to the lag? It can't be eliminated as the article you linked to states. It seems like you trade input delay for rollbacks. That sounds like just another form of the real problem - shitty connections.
Player 1 - 50ms latency
Player 2 - 200ms latency
Player 1 hits player 2 in the face. On player 1's screen, he sees the hit. Player 2 saw the hit incoming, so he blocked it. Player 1 gets rolled back and never actually hit Player 2.
The larger the difference in connection, the worse the rollbacks would be. Am I getting this right?