Quote:
Originally Posted by Jeff 801
Is there a way to override that 50msec requirement
|
It's not a requirement - It's a WAG (Wild _____ Guess).
Last year, when I was working on something that I hope to release soon, the server software was pushing out state updates (to the clients) for the simulation objects about every 200 msec. I think it still is, but I haven't measured it for our Breakaway code yet.
With that 200 msec interval in mind, I guessed that a 50 msec delay between client and server would be tolerable and might not even be noticed by players. Server updates and client commands should never be more than one update (1/5th of a second) out of synch with a 50 msec (100 msec round trip)delay involved. And the client graphics shouldn't glitch too much when/if they occasionally have to be wrenched back into agreement with a server update that was delayed in transit (and other actions/calculations weren't invoked to more gracefully compensate for the delay).
Just remember, it's a guess. Maybe my guess is very conservative and 75 msec will work just fine, or maybe I'm overlooking something crucial and 49 msec will cause a Hindenburg-style crash and burn.
Bottom line is that I/we haven't explored this yet. When you go outside of the LAN environment in which we have done our testing so far, the best we can do is be optimistic (and I am).
Blake