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Questions tagged [latency]

Latency is the delay between providing input to a networked system and the system's response.

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I'm working on a project to determine the end-to-end latency of a cloud gaming system (i.e., XCloud) on a MacBook. I believe I have half of the process completed so far: A Javascript web app that ...
dathwathup's user avatar
3 votes
1 answer
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My Win32/DirectX 11.1 project requires that I render the mouse cursor myself rather than use the system cursor. This is easy enough; however, I've found that there is a human-perceptible latency when ...
Matthew Elkins's user avatar
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If I have a game that allows players to self-host a multiplayer session which other players can join by browsing a game server browser to select a game I ideally want to be able to sort that list by ...
Xefan's user avatar
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When I wrote my first application in SDL, it looked like this: while (!quit) { SDL_PollEvent(&event); switch (event) { // ... } } But ...
Jack M's user avatar
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I have an event listener in JavaScript looking for keydown events. document.addEventListener('keydown', e => { // Callback code }); What is the latency ...
Dan's user avatar
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3 votes
1 answer
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I hear pros playing Fortnite that have 20-50 ping complain that they cannot perform as well as pros with 0 ping due to wall taking, etc. It's easy to think that a 20ms ping difference is negligible ...
Rage's user avatar
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2 answers
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I'm running a Django server on localhost, and Godot 3.2 is my client using HTTPRequest. If I make an HTTP request with HTTPie (or cUrl), I get a response in under 3 seconds. The same request is ...
user2604415's user avatar
1 vote
2 answers
940 views

I have started work on a new game project where users are in an open environment and fight each other in a fast-paced shoot-out. I know that compressing all of the WebSocket's payload data using zlib ...
Jacob Gunther's user avatar
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I read this: How do I handle packet loss in a client-server network model? ...But I'm looking for more advice. Currently I'm implementing my own lazertag vests. I'm programming hardware (8051 ...
Mike -- No longer here's user avatar
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Edit After reading some more questions on this board, I've come up with this potential scheme. Feel free to give any suggestions / criticisms on the scheme I show in the box below. ...
pattymills's user avatar
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658 views

I am curious about the details of lag compensation in games. I have read a lot of articles about it, for example: Source Engine Multiplayer Networking Fast-Paced Multiplayer - Gabriel Gambetta How do ...
Ruslan Plastun's user avatar
2 votes
1 answer
2k views

How do real-time multiplayer games deal with latency problems (or “server lag”)? Imagine an online fighting game where 2 players battle head-to-head in real time. When a player performs an action, ...
clickbait's user avatar
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Please note: Although this question involves a link to the Source Engine, its really a generic question about client-server interactions in multi-player games, and I think can be answered by anyone ...
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I am working on a authoritative client/server game, looking to both Valve and Gaffer to understand the concept. Currently, the server simulates at 20 ticks a second. The inputs received from the ...
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I am researching Interaction Latency - the delay between pressing a key and seeing the result on screen. I have my Unity3D application deployed remotely to an EC2 instance on AWS. I have another ...
pookie's user avatar
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I've read up a lot about the Raw Input API and so far could only tell that it bypasses os filters like mouse acceleration. However what i am looking for is a way to reduce input latency on mouse ...
Mithaldu's user avatar
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5 votes
2 answers
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I have a tick-based Multiplayer-RTS game: Client sends action to server at Frame n which will be broadcasted to all clients and executed at Frame n+x (x depends on network latency of slowest player) ...
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Code at the beginning of Update(GameTime) is being called over and over again, and code at the end of Update(GameTime) is only ...
Josh Grosso's user avatar
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I am programming a multiplayer game. I calculate the ping in ms as : ping = the_time_i_recieved_pong - the_time_i_sent_ping I implemented client-side prediction ...
Oğuz Eroğlu's user avatar
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2 answers
6k views

I am trying to observe the effects of lag compensation in my game by increasing my ping to 200+, adding loss, and by the limiting bandwidth to simulate wide area network delays using Network Emulator ...
user1933466's user avatar
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I'm working on a networked game for a while. I'm aware of client-side prediction and lag compensation (shooting) but I'm not ...
M. Fatih's user avatar
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Say there are two clients connected to an authoritative game server, using input + state synchronization strategy. Client 1’s has a round-trip latency of 100ms and client 2 with 400ms latency. For now ...
Nah's user avatar
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1 answer
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I would need a few bytes of data roughly every 0.1 seconds between players to have a smooth multiplayer snake game on iOS. Is the iOS Game Center fast enough for this? What latency values can I ...
Thomas's user avatar
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1 answer
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In the context of lag compensation, one needs to know when the command is instantiated on the client (this can be named as "command execution time" as well). AFAIK, there can be 2 methods for this: ...
Ali Ok's user avatar
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I have a multiplayer game done with Phaser, which runs in the browser and on a node.js server. The server is authoritative, every 50ms or so it sends the game state object to all clients. The clients ...
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In the lockstep RTS model, I understand how games can be made deterministic by sending across commands to run at designated frames in the future. Then, to keep everyone in sync, confirmations are sent ...
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I understand how properly connected clients in a lockstep model deal with lag but what about the lagger? How does the lagger know that he or she is lagging? Should I continuously ping the central ...
JPtheK9's user avatar
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I am trying to implement a game similar to "Street Fighter" by using lockstep networking model so that two players can play remotely via Internet. I have read a lot of articles about lockstep ...
Joe Huang's user avatar
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Suppose I am making a co-operative multiplayer music-based rhythm game -- two players, side by side, move their cursor/avatar left and right with their mouse and attempt to hit or dodge obstacles that ...
darkf's user avatar
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3 answers
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I am working on a Unity mobile game, much like a multiplayer version of Temple Run. I'm seeing a fluctuating network latency (generally 200-500ms) because of the mobile platform. The two player ...
Zohaib Javed's user avatar
13 votes
3 answers
7k views

I have a simple OpenGL test app in C which draws different things in response to key input. (Mesa 8.0.4, tried with Mesa-EGL and with GLFW, Ubuntu 12.04LTS on a PC with NVIDIA GTX650). The draws are ...
Alex I's user avatar
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1 answer
937 views

Although my game uses a peer-to-peer model, I've still taken the approach of assigning each player to be a partial authority. What I mean by this is that each player acts as the "server" for a number ...
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We're developing an infrastructure to support multiplayer games for our game engine. In simple terms, each client (player) engine sends some pieces of data regarding the relevant game objects at a ...
spaceOwl's user avatar
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5 votes
2 answers
274 views

We are writing a multiplayer game, where each game client (player) is responsible for sending state updates regarding its "owned" objects to other players. Each message that arrives to other (remote) ...
spaceOwl's user avatar
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2 answers
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I'm currently working on an online game and basing my networking architecture around this Source Multiplayer Networking article. However, I'm a little stuck on how the user input works. The article ...
Brad's user avatar
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I want to handle weapon cool-down timers in a fair and predictable way on both client on server. Situation: Multiple clients connected to server, which is doing hit detection / physics Clients have ...
John M's user avatar
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I had an idea for an architecture, and I was wondering if anyone has implemented something like this or has used AWS or some other service to help? I thought about using NodeJS + SocketIO to handle ...
Parris's user avatar
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I'm using cocos2d 2.0 and Gamekit for networking. I've got a server/client model. It works over wifi (local) and bluetooth. (Xcode 4.3, Objective C) Basically, there's a ball and 2 or more players. ...
cocos2dbeginner's user avatar
6 votes
2 answers
925 views

John Carmack has a tweet: "Triple buffering adds latency and jitter; it should be avoided. The Answer is non-isochronous display updates." Can anyone explain what he meant by adds latency ...
user782220's user avatar
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4 votes
1 answer
869 views

I'm creating a multiplayer interface for a game in 2D some of my friends made, and I'm stuck with a huge latency or sync problem. I started by adapting my game to the msdn xna network tutorial and ...
user avatar
2 votes
1 answer
2k views

In real-time multiplayer games that use UDP for the actual game (CS:S, UT, etc.), how is network latency (ping) measured? More specifically, how do you find out how long ago a UDP packet was sent? ...
Archagon's user avatar
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