Are they saying the Server will get rid of Lockstep?
If they are, wow. Tell me how that works, because I don't understand what else they would be sending: as far as I know, it's just inputs and game states. client inputs would obviously be less data than sending a game state, but you could send a delta between the previous and current game state (server to clients) or inputs(clients to server). So clients download the delta, and upload the input? or the other way around?
The only advantage of the server that I've imagined so far is making it so one laggy player doesn't ruin the game for everyone else. And rejoining?
( Something like coord c = { (SHORT) x, (SHORT) y } and whatever the mouse click information is stored as in win32, along with those timestamps i saw mentioned in that old aoe 1600 archers gamasutra article. )
I don't know anything about networks, just looking this up. I feel like :?
Packet transmission time = Packet size / Bit rate
Example: Assuming 100 Mbit/s Ethernet, and the maximum packet size of 1526 bytes, results in
Maximum packet transmission time = 1526×8 bit / (100 × 106 bit/s) ≈ 122 μs
(that's 122 microseconds == 0.122 milliseconds)
Propagation delay
The transmission time should not be confused with the propagation delay, which is the time it takes for the first bit to travel from the sender to the receiver (During this time the receiver is unaware that a message is being transmitted). The propagation speed depends on the physical medium of the link (that is, fiber optics, twisted-pair copper wire, etc.) and is in the range of {\displaystyle 2\times 10^{8}}
meters/sec for copper wires and {\displaystyle 3\times 10^{8}}
for wireless communication, which is equal to the speed of light. The ratio of actual propagation speed to the speed of light is also called the velocity factor of the medium. The propagation delay of a physical link can be calculated by dividing the distance (the length of the medium) in meter by its propagation speed in m/s.
Propagation time = Distance / propagation speed
Example: Ethernet communication over a UTP copper cable with maximum distance of 100 meter between computer and switching node results in:
Maximum link propagation delay ≈ 100 m / (200 000 000 m/s) = 0.5 μs
Packet delivery time
The packet delivery time or latency is the time from when the first bit leaves the transmitter until the last is received. In the case of a physical link, it can be expressed as:
Packet delivery time = Transmission time + Propagation delay
If they are, wow. Tell me how that works, because I don't understand what else they would be sending: as far as I know, it's just inputs and game states. client inputs would obviously be less data than sending a game state, but you could send a delta between the previous and current game state (server to clients) or inputs(clients to server). So clients download the delta, and upload the input? or the other way around?
The only advantage of the server that I've imagined so far is making it so one laggy player doesn't ruin the game for everyone else. And rejoining?
( Something like coord c = { (SHORT) x, (SHORT) y } and whatever the mouse click information is stored as in win32, along with those timestamps i saw mentioned in that old aoe 1600 archers gamasutra article. )
I don't know anything about networks, just looking this up. I feel like :?
Network packet - Wikipedia
en.wikipedia.org
Transmission time - Wikipedia
en.wikipedia.org
Example: Assuming 100 Mbit/s Ethernet, and the maximum packet size of 1526 bytes, results in
Maximum packet transmission time = 1526×8 bit / (100 × 106 bit/s) ≈ 122 μs
(that's 122 microseconds == 0.122 milliseconds)
Propagation delay
The transmission time should not be confused with the propagation delay, which is the time it takes for the first bit to travel from the sender to the receiver (During this time the receiver is unaware that a message is being transmitted). The propagation speed depends on the physical medium of the link (that is, fiber optics, twisted-pair copper wire, etc.) and is in the range of {\displaystyle 2\times 10^{8}}
Propagation time = Distance / propagation speed
Example: Ethernet communication over a UTP copper cable with maximum distance of 100 meter between computer and switching node results in:
Maximum link propagation delay ≈ 100 m / (200 000 000 m/s) = 0.5 μs
Packet delivery time
The packet delivery time or latency is the time from when the first bit leaves the transmitter until the last is received. In the case of a physical link, it can be expressed as:
Packet delivery time = Transmission time + Propagation delay