I'll agree with you as soon as all video games are in the metaverse and run natively on the blockchain.
709 karma · joined November 26, 2014
I'll agree with you as soon as all video games are in the metaverse and run natively on the blockchain.
https://partner.steamgames.com/doc/features/multiplayer/stea...
This way if one input packet gets lost, the very next one getting through will have all the inputs for the last 1-2 seconds, and this greatly improves how well your game will play under packet loss.
When you do this, you can even do an encoding from left -> right for all inputs, and actually, sort of delta encode inputs within the packet! Inputs don't change that much, so you can even get smart with the encoding and optimize it down to basically nothing.
He does this by only rolling back and re-simulating only a subset of the world, greatly reducing the amount of CPU required. It's cool that he's approaching this from the point of view of adding support for it in the physics engine itself, vs. making it something that the game has to do themselves.
Delta compression is an unrelated technique which reduce the amount of bandwidth sent from server to client, by sending only the differences between the snapshot at baseline frame n and the current snapshot frame m on the server.
Just want to clear this up for anybody trying to follow along. Bringing in delta compression is an unrelated thing (but somewhat similar conceptually). It might confuse people to talk about these things at the same time, if they're really just trying to understand what the author is doing in the article.
cheers
- Glenn
My bar is, does this actually work and is it best practice for how first person shooters are made by professional game developers.
Your bar is, does it kinda look a bit like the thing that I play?
Totally different things.
There is a difference.
If you don't understand how a multiplayer FPS works, how can you tell if the AI has actually created one for you or not?