Only for a player controlling it with a switch to ensure specific outcomes in specific situations. Random latency will screw up the person effected, but high latency (depending on lag compensation in the code) is situational. Anyone interested in this topic then lookup Battlenonsense videos on Youtube. He does some great stuff on this even using footage from both ends of the connection to compare what player 1 sees vs player 2.Originally Posted by fastastoast Go to original post
I am interested in the technical sense but I do not know of this game network structure of anything at all.Anyone interested in this topic then lookup Battlenonsense videos on Youtube. He does some great stuff on this even using footage from both ends of the connection to compare what player 1 sees vs player 2.
could you put the best example of battlenonsense videos that describe "our problem"?