Original Post
In the article
http://gafferongames...ame-networking/
there was the following comment which i could not understand:
[color=#111111][font=Verdana, sans-serif]"btw afaik StarCraft don’t use peer-to-peer it uses client-server model with lockstep (at least warcraft 3 does so). It has the advantage what theoreticaly laggers will not affect gameplay/response latency at all (but to not let them fall behind server do timeouts so the lagger can catch up, also doing temporary local game speed increasing) and imo it’s the only and true way to do sync in RTS like games. (and for some reasons this technic isn’t good covered in the web) [/font][color=#111111][font=Verdana, sans-serif]most articles are about FPS or peer-to-peer syncs"[/font]
Does anyone understand what is meant by client-server model with lockstep and how that allows laggers to not affect response latency? It would seem to me that the lagger would effect response latency as isn't the effect of lockstep is to enforce that all clients synchronously change state so that client input such as lassoing a rectangular area with the mouse always always makes sense.
http://gafferongames...ame-networking/
there was the following comment which i could not understand:
[color=#111111][font=Verdana, sans-serif]"btw afaik StarCraft don’t use peer-to-peer it uses client-server model with lockstep (at least warcraft 3 does so). It has the advantage what theoreticaly laggers will not affect gameplay/response latency at all (but to not let them fall behind server do timeouts so the lagger can catch up, also doing temporary local game speed increasing) and imo it’s the only and true way to do sync in RTS like games. (and for some reasons this technic isn’t good covered in the web) [/font][color=#111111][font=Verdana, sans-serif]most articles are about FPS or peer-to-peer syncs"[/font]
Does anyone understand what is meant by client-server model with lockstep and how that allows laggers to not affect response latency? It would seem to me that the lagger would effect response latency as isn't the effect of lockstep is to enforce that all clients synchronously change state so that client input such as lassoing a rectangular area with the mouse always always makes sense.