#Can anyone explain the latency issue between server and client?

8 messages · Page 1 of 1 (latest)

steady tusk
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I've heard alot about client side combat or server side combat and im not really sure I understand.

I've tested combat through the server and it does seem to have larger delay with inputs and projectiles seem to be jittery or rougher.

Can someone explain in depth how this works and what the best option is.

misty junco
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the nature of client server communication online means that there will always be a delay in communication, commonly referenced as ping

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however players expect the inputs they make to respond appropriately, large delays can lead to a number of problems that kill the feel of the game

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in a combat system simple examples of that would be on your screen you hit somebody but it doesn't go through because to the server you were already dead from something else

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this can get more complicated though, especially with complex systems where players and projectiles are flying around

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csgo for example has in built compensation to smooth over client server delay where the server predicts what the client is going to do and is constantly adjusting this so it's as accurate as possible

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another thing that games usually do is to create the particles on the client but also have the server do them. the client then adjusts what it's doing to match what the server says should be happening. this way the client gets immediate feedback but we also aren't giving them too much power

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this can be really complicated though depending on how in depth you want it so that's why people say avoid battlegrounds games if you don't know what a remote event is