A visible delay between input and screen update.

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20
votes
5answers
2k views

Tricks in game mechanics to avoid dealing with network lag compensation?

Implementing network lag compensation is hard, how to avoid it? Maybe it's possible to use tricks and build game mechanics in such a way that lag would be percieved as a non critical or even as a ...
9
votes
4answers
399 views

Can packet latency fluctuate?

Can the time it takes for a packet to be transmitted from a client to the server fluctuate?
7
votes
1answer
1k views

Mitigating the noticability of a frame drop in XNA

I have been having some minor frame drop issues in a 2D XNA game. To start with, I am a vsync'ed, mixed timestep. That is: IsFixedTimestep = false; ...
6
votes
2answers
882 views

Correct way to handle path-finding collision matrix

Here is an example of me utilizing path finding. The red grid represents the grid utilized by my A* library to locate a distance. This picture is only an example, currently it is all calculated on ...
6
votes
1answer
2k views

Fixing Slow XNA Game

I'm kind of new to XNA (and games in general). I'm trying to make a young relative of mine (10yo) a simple fun game where he is the main character. I'm down to the wire (I have to get it to him by ...
5
votes
3answers
4k views

How do I handle packet loss in a client-server network model?

In a client-server network model, the clients only send commands to the server (i.e. coordinates of a click, fire gun, etc.) and the server then runs those commands to produce a game state. But what ...
4
votes
2answers
882 views

How can I alleviate network lag issues with players from other countries?

I am developing a small multiplayer game where players move through the map and interact with each other. The game is written in VB.Net. When I tested my game with players on a LAN everything worked ...
4
votes
1answer
65 views

Applying the input for the always-moving player in the multiplayer game

I've read several articles published on gambrielgambetta.com, gafferongames.com plus some pages about how Valve handles multiplayer networking in its games but I still can't get it how to implement ...
4
votes
1answer
345 views

How to properly do weapon cool-down reload timer in multi-player laggy environment?

I want to handle weapon cool-down timers in a fair and predictable way on both client on server. Situation: Multiple clients connected to server, which is doing hit detection / physics Clients ...
4
votes
2answers
212 views

How do I synchronise real-time moves of players on a grid?

I'm working on a real-time game based on a grid. Each player can move a single square at a time. A server tracks the game state and notifies clients of changes. It's possible for two players to make ...
3
votes
1answer
166 views

When using MVC, what is the proper way to handle a view refresh when the model isn't ready?

I'm about to start building a game and am having trouble understanding the proper course of action when it's time to refresh the screen, but the model hasn't finished its calculations. I assume this ...
3
votes
2answers
1k views

2D Animation Smoothness - Delta time vs. Kinematics

I'm animating a sprite in 2D with key frames of rotation and xy-positions. I've recently had a discussion with someone saying that when the device (happens to be an iPad using cocos2D) hits a ...
2
votes
3answers
408 views

2D Game has very bad lag because of one script?

I am making somewhat of a flappy bird clone (mostly for practice) and everything works fine, but it is just really slow with a low FPS of 13 and a max FPS of 28. Why would this be? So I ran a check ...
2
votes
1answer
387 views

How can I detect and compensate for system related lag?

The best example I can think of is Doom 3. It seemed to me that if there was any kind if lag the game would pause and then resume without "fast forwarding" to catch up. I'm trying to figure out a good ...
1
vote
2answers
552 views

Movement doesn't look smooth (slight lag)

Currently I'm using a variable time step and when the FPS drops by even a small amount you can easily notice a slight lurch forward of the player. I'm making a platformer and I'm wondering whether I ...
1
vote
2answers
536 views

What makes Minecraft so CPU intensive, and what could be done to improve it? [closed]

Recently I've been searching for VPSes that allow Minecraft servers to be hosted, and surprisingly very few do. Most allow for games - but Minecraft in specific is disallowed by many. Now it's fairly ...
1
vote
1answer
150 views

Too many if statements cause lag? [closed]

I am trying to make a vertical scroller game with collision tiles on both sides. I'm using Libgdx and android studio. The problem is that i have made every tile as an object with a rectangle for ...
1
vote
1answer
322 views

What's the most recommended transmission format using websockets for a MMORPG? [closed]

(note: I'm not asking for the supported formats in the RFC, but the format I should develop to send/receive the messages, say, in the Application layer). (note 2: Please help me retagging this post ...
1
vote
1answer
660 views

Unity game in edit the scene mode all of a sudden became incredibly slow/“laggy”

So I recently have been working on a game. So far I have very few assets in the game, which are a point light, a piece of terrain (which is textured), a player controller and a tree. Everything was ...
1
vote
1answer
218 views

Why is there a huge update-delay in my client/server code?

I'm working on my Java game with Libgdx and having trouble with the network code. I can create a server, make multiple clients connect to it, but there is a huge delay between the player's input and ...
1
vote
1answer
229 views

How to measure packet latency?

In the context of lag compensation, one needs to know when the command is instantiated on the client (this can be named as "command execution time" as well). AFAIK, there can be 2 methods for this: ...
1
vote
2answers
124 views

Client Tells Server What Gamestate Data to Send Back

I'm just stepping into the world of MMORPGs and how they function, so assume I know very little. in a game, a client doesn't see everything that the server does. For example, the client can't see ...
1
vote
2answers
395 views

How do I handle game lag due to background apps

I'm developing a game using libgdx and have noticed on several occasions that other background apps running can cause lag in my game - especially when those apps are being updated in the background. ...
1
vote
3answers
239 views

Lag created when detecting collision

I'm fairly new to gamedev and have encountered a problem with the collision detection system. The collision is essentially worked out like this: for (int x = 0; x < playerprojectiles.Count; x++) ...
1
vote
1answer
106 views

OpenGL Applications Bring computer to halt

Whenever I run any application that utilizes the OpenGL interface, my entire computer comes to a halt, but it doesn't do this when it utilizes the DirectX interface. I run both Linux (Ubuntu 15.10) ...
1
vote
1answer
66 views

Lag compensation in rocket game context

I have read a lot of papers recently to understand the lag compensation concept recently. They were all about the same context: shooter game where bullets move in infinite velocity. The most ...
1
vote
1answer
409 views

LibGDX Touch Delay

So I'm trying to make a game in which you have to tap things fast, but the thing is - after you touch something (the area I chose), it takes like 2 more seconds to register another touch. Now, I think ...
0
votes
2answers
158 views

A* pathfinding takes too long, shortcuts needed

So I have a game where the player can move on a grid 108 X 192 large. It uses a simple A* path-finding algorithm to move. Unfortunately, After 0.03 seconds, it would have only looked at about 300 ...
0
votes
2answers
48 views

The tolareable lag range in a multiplayer game

I am programming a multiplayer game. I calculate the ping in ms as : ping = the_time_i_recieved_pong - the_time_i_sent_ping I implemented client-side prediction and interpolation algorithms. When I ...
0
votes
2answers
126 views

How can I simulate the effects of network latency to test my lag compensation?

I am trying to observe the effects of lag compensation in my game by increasing my ping to 200+, adding loss, and by the limiting bandwidth to simulate wide area network delays using Network Emulator ...
0
votes
1answer
461 views

XNA cursor lag

I'm trying to understand if this is avoidable, or it's something I just have to deal with when using XNA. I made a new game project and loaded simple 16×16 cursor image to draw each frame at exact ...
0
votes
0answers
32 views

Pygame image blitting makes game lag

So I have a tile-based game that is 216X384 units large. Each square in the cell_array is grass, which I pre-loaded with convert_alpha(). Each time it draws (I have fps at 30), it cycles through the ...
0
votes
0answers
58 views

RakNet & Allegro Client/Server Program Lagging?

I have a simple RakNet program that I wrote up with Allegro, and when I run the program and connect the Clients to the Server, they program starts to lag and uses up practically all of my CPU. I ...
0
votes
0answers
72 views

Cell Loading System / Efficient Instantiation

|Summary| So essentially I am looking to create a system where the world is split up into cells. By cells I mean a square in the world that as the player approaches or retreats it decides if the ...
0
votes
1answer
416 views

Why can a certain DirectX mode produce display lag?

I have written two small test games using DirectX 9. One uses presentParams.Windowed = false; presentParams.PresentationInterval = D3DPRESENT_INTERVAL_ONE; and the other one uses ...
-1
votes
1answer
265 views

java tile based game :tile lag fix

hi I have a game where it reads a txt file and loads a map 0 represents air and 2 represents dirt I have a class for each tile as well as a tilemap I will show u my code. the problem is it lags like ...
-1
votes
1answer
1k views

Windows Events lag behind

I'm making a simple openGL application and so far I can get the window to display, the update/render loop work, and it processes windows events (like WM_QUIT and WM_MOUSE). I've found though that ...
-3
votes
3answers
266 views

Game getting progressively laggier?

I have a small game in HTML5 that uses socket.io to communicate with a node.js server. Now my problem is that, ever since I did my last update on it it seems to have something "chunk up" in the ...