Lag compensation?
by Vincent Ellis · in Torque 3D Professional · 10/09/2013 (6:59 pm) · 7 replies
What is the lag compensation technique implemented in T3D networking?
#2
12/02/2013 (9:31 am)
Is this still true for the current codebase? Seems old and unreliable. Even Q3's unlagged is much better (http://unlagged.com/).
#3
12/02/2013 (9:41 am)
It might be old but it is still effective and to my knowledge is what the current codebase uses. Also because there is total server validation it proves good for suppressing hackers, as well as still "looks good" rendering wise because of the interpolation and tweening that is used.
#4
12/02/2013 (6:25 pm)
It was designed for 9600 baud modems. If you're experiencing worse lag than that you might want to seek a better internet provider....
#5
12/03/2013 (5:34 am)
thats an interesting find, esp since we are looking at revamping the network layer.
#6
Did this ever get put in?
12/03/2013 (5:40 am)
Asynchronous Connection processing on the server. All Connection managers are currently processed at the same time on the server in a single thread. The server architecture could be changed to support a primary simulation thread with a separate thread for each client. This would provide the Connection and Stream managers with lower latency communication with their remote host as well as provide better support for multi­processor hardware.
Did this ever get put in?
#7
12/03/2013 (6:25 am)
Very doubtful - I think the only thing that might be running in its own thread is the listen port.
Torque Owner Stefan Lundmark