#How do games like TSB make effects instant for all clients?

1 messages · Page 1 of 1 (latest)

drifting topaz
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I've noticed that games like TSB (The Strongest Battlegrounds) and ABA have their effects instant for all clients even if one of them is on extremely high ping and wondered how they do it. I thought that they possibly make server-sided VFX, but that would make the whole game laggy.

obsidian cradle
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It's called, "a partial emitter"

sage slate
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then fire to server

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and then fire all clients except the one who fired the server

drifting topaz
sage slate
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it will not be delayed for the one who fired the server since they are doing it on their client

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and there will always be a delay, its network

drifting topaz
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yeah ik, but in tsb all effects are insync no matter the ping

sage slate
drifting topaz
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for example if a 15ping player used a move, a 1000 ping player would instantly see the effects aswell

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instead of having to wait 1 second for the effects to appear

drifting topaz
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yes

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i checked

sage slate
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that is not how networking works

drifting topaz
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thats why im confused

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on how they achieved it

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unles they make vfx serverside

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but the game feels very smooth so i doubt they did it

sage slate
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if they made it server side it will still be delayed

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and the other players have to replicate first anyway so it wont be in sync

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unless its a timed event

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for example, server sends timestamp of the event to all clients

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then they all count down until they reach the timestamp and then do the event

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in that case its possible

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but instant replication for everyone normally is not really going to be possible as far as i know

drifting topaz
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it cannot be a timed event as the vfx doesnt skip from what I saw

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i can try to check again

coral radish
split ocean
split ocean
split ocean
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I can understand how you are mistaken, since more often than not, roblox will put you on a low ping server so that the effects appear instant, but that's just a result of your low ping.

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but as someone who regularly gets put on high ping servers due to my geographical location, tsb does not have any form of clientside prediction.

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tsb does everything on the server - which makes everything appear to line up for other players, but for the local player, when you press m1 or an ability, there is an input delay. it is not instant.

split ocean
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the delay in tsb is in the opposite direction - when the 1000 ping player presses an ability, they have to wait 1 second to receive acknowledgement from the server before the effect will appear on their screen, but for every other player it will appear as if there is no delay.

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there are ways to make it instant for the 1000 ping player but those solutions are not trivial, definitely not something a beginner can handle, so i'm not going to go into it here.

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so my suggestion to you is just do what tsb does - all clients have an input delay, deal with it.

sage slate
split ocean
# sage slate thats not what i said

i'm not sure what you think i think you said, but here's what you wrote:

it will not be delayed for the one who fired the server since they are doing it on their client
this is incorrect, it is in fact delayed for the one who fired the server.

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unless they changed something since the last time i checked it, which i highly doubt, this should still be the case.

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to help prevent future confusion about this, i highly recommend to check your ping next time you are playing tsb so you can confirm this for yourself. if you're getting low ping, maybe have a look through the server list and pick one at random until you get a server with high ping, and you should very quickly find there is an input delay.

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you can view your ping with ctrl+f7 or f9 menus

drifting topaz
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does this seem fine?

sage slate
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holy yap

sage slate
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i made a suggestion