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Handling game message packet loss at low speed and at a microcontroller level

I read this: How do I handle packet loss in a client-server network model? ...But I'm looking for more advice. Currently I'm implementing my own lazertag vests. I'm programming hardware (8051 ...
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0answers
72 views

How to handle increased/decreased latency in client side entity interpolation?

Edit After reading some more questions on this board, I've come up with this potential scheme. Feel free to give any suggestions / criticisms on the scheme I show in the box below. ...
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1answer
258 views

How to solve “server lag” problems that break the game

How do real-time multiplayer games deal with latency problems (or “server lag”)? Imagine an online fighting game where 2 players battle head-to-head in real time. When a player performs an action, ...
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1answer
419 views

Multiplayer networking and understanding snapshots between client and server

Please note: Although this question involves a link to the Source Engine, its really a generic question about client-server interactions in multi-player games, and I think can be answered by anyone ...
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2answers
203 views

Network jitter, client input to server

I am working on a authoritative client/server game, looking to both Valve and Gaffer to understand the concept. Currently, the server simulates at 20 ticks a second. The inputs received from the ...
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0answers
47 views

Unity3D Only render when key is pressed

I am researching Interaction Latency - the delay between pressing a key and seeing the result on screen. I have my Unity3D application deployed remotely to an EC2 instance on AWS. I have another ...
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0answers
306 views

Does the Windows Raw Input API provide lower latency input than WM_MOUSEMOVE?

I've read up a lot about the Raw Input API and so far could only tell that it bypasses os filters like mouse acceleration. However what i am looking for is a way to reduce input latency on mouse ...
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2answers
278 views

Hide network latency for ingame dialog

I have a tick-based Multiplayer-RTS game: Client sends action to server at Frame n which will be broadcasted to all clients and executed at Frame n+x (x depends on network latency of slowest player) ...
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1answer
61 views

Is Update(GameTime) called before it's finished?

Code at the beginning of Update(GameTime) is being called over and over again, and code at the end of Update(GameTime) is only ...
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2answers
142 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 ...
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2answers
2k 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 ...
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1answer
202 views

Entity Interpolation (Lost Packets?)

I'm working on a networked game for a while. I'm aware of client-side prediction and lag compensation (shooting) but I'm not ...
3
votes
2answers
250 views

Network latency compensation problem for laggy players with collision

Say there are two clients connected to an authoritative game server, using input + state synchronization strategy. Client 1’s has a round-trip latency of 100ms and client 2 with 400ms latency. For now ...
1
vote
1answer
81 views

How much latency can I expect from Apple Game Center connections?

I would need a few bytes of data roughly every 0.1 seconds between players to have a smooth multiplayer snake game on iOS. Is the iOS Game Center fast enough for this? What latency values can I ...
3
votes
1answer
2k 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: ...
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0answers
120 views

Acceptable latency for keyboard input

What is the acceptable latency for keyboard input? acceptable here means that a person doesn't notice the lag even subconsciously? For me the responsiveness of the ...
0
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0answers
123 views

Fix latency when sending state

I have a multiplayer game done with Phaser, which runs in the browser and on a node.js server. The server is authoritative, every 50ms or so it sends the game state object to all clients. The clients ...
2
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2answers
294 views

RTS Lockstep: How to deal with high latency and packet drops?

In the lockstep RTS model, I understand how games can be made deterministic by sending across commands to run at designated frames in the future. Then, to keep everyone in sync, confirmations are sent ...
5
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1answer
539 views

Lockstep dealing with lag

I understand how properly connected clients in a lockstep model deal with lag but what about the lagger? How does the lagger know that he or she is lagging? Should I continuously ping the central ...
0
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2answers
243 views

In lockstep networking game, how to handle sudden lags and disconnection?

I am trying to implement a game similar to "Street Fighter" by using lockstep networking model so that two players can play remotely via Internet. I have read a lot of articles about lockstep ...
1
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1answer
259 views

Handling latency in realtime music/rhythm-based games

Suppose I am making a co-operative multiplayer music-based rhythm game -- two players, side by side, move their cursor/avatar left and right with their mouse and attempt to hit or dodge obstacles that ...
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3answers
898 views

How can I keep two racing players synchronised?

I am working on a Unity mobile game, much like a multiplayer version of Temple Run. I'm seeing a fluctuating network latency (generally 200-500ms) because of the mobile platform. The two player ...
8
votes
3answers
5k views

How long does it take for OpenGL to actually update the screen?

I have a simple OpenGL test app in C which draws different things in response to key input. (Mesa 8.0.4, tried with Mesa-EGL and with GLFW, Ubuntu 12.04LTS on a PC with NVIDIA GTX650). The draws are ...
2
votes
1answer
416 views

Client-side prediction and interpolation

Although my game uses a peer-to-peer model, I've still taken the approach of assigning each player to be a partial authority. What I mean by this is that each player acts as the "server" for a number ...
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0answers
180 views

How to perform game object smoothing in multiplayer games

We're developing an infrastructure to support multiplayer games for our game engine. In simple terms, each client (player) engine sends some pieces of data regarding the relevant game objects at a ...
5
votes
2answers
213 views

Which game logic should run when doing prediction for PNP state updates

We are writing a multiplayer game, where each game client (player) is responsible for sending state updates regarding its "owned" objects to other players. Each message that arrives to other (remote) ...
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vote
2answers
731 views

How to handle player input in online game with ping jitter?

I'm currently working on an online game and basing my networking architecture around this Source Multiplayer Networking article. However, I'm a little stuck on how the user input works. The article ...
4
votes
1answer
444 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 have ...
0
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1answer
262 views

Handling Latency in Multiplayer Shoot-em-ups

I had an idea for an architecture, and I was wondering if anyone has implemented something like this or has used AWS or some other service to help? I thought about using NodeJS + SocketIO to handle ...
4
votes
2answers
3k views

How to achieve smooth gameplay in a physics based multiplayer game? (2d)

I'm using cocos2d 2.0 and Gamekit for networking. I've got a server/client model. It works over wifi (local) and bluetooth. (Xcode 4.3, Objective C) Basically, there's a ball and 2 or more players. ...
5
votes
2answers
659 views

Triple buffering and jittering

John Carmack has a tweet: "Triple buffering adds latency and jitter; it should be avoided. The Answer is non-isochronous display updates." Can anyone explain what he meant by adds latency and jitter?...
4
votes
1answer
802 views

XNA: Networking gone totally out of sync

I'm creating a multiplayer interface for a game in 2D some of my friends made, and I'm stuck with a huge latency or sync problem. I started by adapting my game to the msdn xna network tutorial and ...
2
votes
1answer
1k views

Real-time UDP multiplayer games: ping measurement?

In real-time multiplayer games that use UDP for the actual game (CS:S, UT, etc.), how is network latency (ping) measured? More specifically, how do you find out how long ago a UDP packet was sent? ...