TECHNICAL SUPPORT / WEB APPs BUGS


What causes rubber-banding, and how can we fix it?

Fatecity: Most of the MMOs I know use UDP for frame exchange between client and server. Using TCP for that purpose would cause a lot of overhead and possible troubles as far as I understood this kind of architecture.

For the game ongoing it is not of any importance if client and server are out of sync for short periods of time, and it would cause lots of delays and overhead to force that. It is best practice to my understanding to allow some interpolation by the client during short periods of time when it is not in sync with the server, correcting that by a couple of methods which may in less pleasant cases result in teleporting or rubberbanding.

A fully synchronous connection would result in endless lags and/or server overload.

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Daomei die Streunerin - religionsneutral, zivilisationsneutral, gildenneutral
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