"Lag" issues
by Stacey Miller · in Technical Issues · 06/14/2010 (10:53 am) · 3 replies
I am developing an Online Racing game and have noticed that the lag is almost unbearable.
This got me thinking and wanted to asks several questions before i continue development.
The game will have hundreds of members on at a single time. We are not sure yet on how many people will be racing at one time (during a race we are thinking of 5 people racing). Of course we would have several different "rooms" so other could setup races etc... So in theory we could have hundreds of these race rooms going on at the same time. (In theory)
Since time is going to a very important aspect in the game, lag has to be minimalized. What are some ways to reduce the lag? I have tested the game on my design comp which is plenty powerful and is not what most users will be running. If i am experiencing lag, i know others will as well.
Any tips?
This got me thinking and wanted to asks several questions before i continue development.
The game will have hundreds of members on at a single time. We are not sure yet on how many people will be racing at one time (during a race we are thinking of 5 people racing). Of course we would have several different "rooms" so other could setup races etc... So in theory we could have hundreds of these race rooms going on at the same time. (In theory)
Since time is going to a very important aspect in the game, lag has to be minimalized. What are some ways to reduce the lag? I have tested the game on my design comp which is plenty powerful and is not what most users will be running. If i am experiencing lag, i know others will as well.
Any tips?
About the author
Currently working on clubSHIFT! www.clubSHIFT.com
#2
06/17/2010 (9:42 pm)
Well, that's not really much to go on. Perceived "lag" can have many causes. I will suggest that you start by checking your packet rate. If you have the bandwidth, increasing the packet rate will reduce "lag". 32 packets per second is the max and the ideal rate to sync with Torque's simulation tick rate. Note that even in a "single player" simulation Torque will still use its Client/Server architecture, running data through an internal simulated "network connection". So the packet rate and size prefs still affect single-player games.
#3
08/10/2010 (1:41 pm)
Like Scott said, not a whole lot to go on, but assuming that there will be some lag, could you do some interpolation on the client side to minimize the 'perceived' lag?
Torque Owner Stacey Miller