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Lockstep netcode allows you to synchronize a deterministic game over the network even if you cannot serialize / restore it. This is used in the physics demo. However lockstep is not really practical, since a stall-free experience requires latency < timestep.
Delay-based netcode adds input delay to allow additional time for inputs to resolve.
I think the best move is to add this as a new class. Trying to implement delay as a parameter to LockstepNetcode could make the lockstep code too complicated.
The text was updated successfully, but these errors were encountered:
I think input delay would also be useful to apply to rollback netcode, in my opinion about 2 frames of input delay usually makes rollback a better experience. Without a few frames of input delay, player will see more 'warping'.
Lockstep netcode allows you to synchronize a deterministic game over the network even if you cannot serialize / restore it. This is used in the physics demo. However lockstep is not really practical, since a stall-free experience requires
latency < timestep
.Delay-based netcode adds input delay to allow additional time for inputs to resolve.
I think the best move is to add this as a new class. Trying to implement delay as a parameter to
LockstepNetcode
could make the lockstep code too complicated.The text was updated successfully, but these errors were encountered: