In those games...players bitch about "rubber-banding". It is not as perfect as you think it is.That's why 99% of big-budget multi-player games use predictive netcode with rollback.
http://www.gabrielgambetta.com/fpm1.html
How a game like this exists in this day and age is beyond me...
To see rollback netcode in action, take a look at any FPS or a fighting game with GGPO-style netcode (this is P2P, but the concept is the same).
eg. http://www.youtube.com/watch?v=q0TZdY9_XHo
One client "thinks" the opponent opponent died so the "KO" sound plays. However, the opponent did actually manage to block in time so the match "rolls back" to a previous state and continues.
I play "those" games so I'm aware of the issues. As long as we haven't found a way around light speed and as long as people with crappy internet exist, there will always be problems. There is no "perfect" solution, but using a predictive approach with rollback is pretty much the standard because it alleviates many of the network problems that people complain about. It's unbelievable that SE didn't adopt this.
I fixed that for you. It's not that people choose crappy internet, it's that it's their only option.I play "those" games so I'm aware of the issues. As long as we haven't found a way around light speed and as long as crappy internet is all that is available to most people, there will always be problems. There is no "perfect" solution, but using a predictive approach with rollback is pretty much the standard because it alleviates many of the network problems that people complain about. It's unbelievable that SE didn't adopt this.
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