Game Development Community

Lag compensation?

by Vincent Ellis · in Torque 3D Professional · 10/09/2013 (6:59 pm) · 7 replies

What is the lag compensation technique implemented in T3D networking?

#1
10/10/2013 (4:00 am)
Take a look here.
#2
12/02/2013 (9:31 am)
Is this still true for the current codebase? Seems old and unreliable. Even Q3's unlagged is much better (http://unlagged.com/).
#3
12/02/2013 (9:41 am)
It might be old but it is still effective and to my knowledge is what the current codebase uses. Also because there is total server validation it proves good for suppressing hackers, as well as still "looks good" rendering wise because of the interpolation and tweening that is used.
#4
12/02/2013 (6:25 pm)
It was designed for 9600 baud modems. If you're experiencing worse lag than that you might want to seek a better internet provider....
#5
12/03/2013 (5:34 am)
thats an interesting find, esp since we are looking at revamping the network layer.
#6
12/03/2013 (5:40 am)
Asynchronous Connection processing on the server.  All
Connection managers are currently processed at the same time
on the server in a single thread. The server architecture
could be changed to support a primary simulation thread with a
separate thread for each client.  This would provide the
Connection and Stream managers with lower latency
communication with their remote host as well as provide better
support for multi­processor hardware.

Did this ever get put in?
#7
12/03/2013 (6:25 am)
Very doubtful - I think the only thing that might be running in its own thread is the listen port.