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| Latency Compensating Methods in Client/Server In-game Protocol Design and Optimization | |
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| Tweet Topic Started: Jan 11 2011, 06:24 PM (250 Views) | |
| imnotflare | Jan 11 2011, 06:24 PM Post #1 |
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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 | Jan 12 2011, 02:13 PM Post #2 |
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oh yea LCMC/SIPDO i saw this on cnn last night |
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| HPT--1 | Jan 12 2011, 04:55 PM Post #3 |
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Haloindex Admin
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this shit's almost 2 years old |
![]() xfire: soulcyon steam: soulcyon xbl: soulcyon | |
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| imnotflare | Jan 12 2011, 05:43 PM Post #4 |
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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 | Jan 12 2011, 06:58 PM Post #5 |
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Haloindex Admin
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Unless you can find a way to implement online gaming without "client/server" relations, then latency is inevitable. |
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