Original Post
[color=#111111][font=Helvetica, Arial, sans-serif]Hi, im making some tests about player syncronization in a fps game.[/font]
Hi, im making some tests about player syncronization in a fps game.[/font]
[color=#111111][font=Helvetica, Arial, sans-serif]I ve recently learned that xboxLA games are expected to be played with a max ping of 200 and a max loss ratio of %10(a bit high i think?). So i started with the general approach and send movement commands to server, get the correction from server, get back in time and fix etc. I failed to do it properly by sending velocities and tried to send delta position values. And also i gave sequence numbers to my action recordings instead of timestamps. It worked perfect even with 300-400 ping values. But when it comes to packet loss everyting went down. To deal with both i tried sending key press values instead of direct position changes. It handled packet loss very well, it prevents speedhack etc. and also saves a lot of bandwidth but this time it seems impossible to sync with servers player position. Server runs at different speed, client is different and latency values change over time so if i press a button for 1 seconds it may last 1.2 seconds on server. So im planning to turn back to the previous approach and find a way to handle packet loss or anyone have an idea if it can be done properly by sending only key press values.[/font]
[color=#111111][font=Helvetica, Arial, sans-serif]Thanks in advance.[/font]
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