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Latency Compensating Methods in Client/Server In-game Protocol Design and Optimization
Topic Started: Jan 11 2011, 06:24 PM (250 Views)
imnotflare

http://developer.valvesoftware.com/wiki/Latency_Compensating_Methods_in_Client/Server_In-game_Protocol_Design_and_Optimization

If that's too much maybe you'd be interested just in_
http://developer.valvesoftware.com/wiki/Latency_Compensating_Methods_in_Client/Server_In-game_Protocol_Design_and_Optimization#Game_Design_Implications_of_Lag_Compensation
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SPLCZN2
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oh yea LCMC/SIPDO i saw this on cnn last night
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HPT--1
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Haloindex Admin
this shit's almost 2 years old
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imnotflare

souless
Jan 12 2011, 04:55 PM
this shit's almost 2 years old
Its 10 years old, but still relevant. To halo, to Counter strike, to starcraft. Latency hasn't, and i don't know if it can, gone/go away.
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HPT--1
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imnotflare
Jan 12 2011, 05:43 PM
souless
Jan 12 2011, 04:55 PM
this shit's almost 2 years old
Its 10 years old, but still relevant. To halo, to Counter strike, to starcraft. Latency hasn't, and i don't know if it can, gone/go away.
Unless you can find a way to implement online gaming without "client/server" relations, then latency is inevitable.
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