Friday, December 28, 2012

Reduce Lag!

For years lag has been around in ROBLOX, The solution is here! Here are the ways to get rid of lag.


                                                  Solution 1 

There are various methods for reducing or disguising delays, though many of these have their drawbacks and may not be applicable in all cases. If synchronization is not possible by the game itself, the clients themselves may be able to choose to play on servers in geographical proximity to themselves in order to reduce latencies, or the servers may simply opt to drop clients with high latencies in order to avoid having to deal with the resulting problems. However, these are hardly optimal solutions. Instead, games will often be designed with lag compensation in mind.
Many problems can be solved simply by allowing the clients to keep track of their own state and send absolute states to the server or directly to other clients.  For example, the client can state exactly at what position it is or who they shot. This solution works and will all but eliminate most problems related to lag. Unfortunately, it also relies on the assumption that the client is honest. There is nothing that prevents a player from modifying the data they send, directly at the client or indirectly via a proxy, in order to ensure they will always hit their targets. In online games, the risk of cheating may make this solution infeasible, and clients will be limited to sending relative states (i.e. which vector it moved or shot in)..

Solution 2


One potential "solution" is to simply ignore the problem. For hit detection in first-person shooters this means leading one's target, aiming at the position where it will be by the time the shot reaches the server. With variable latency this may be frustrating even under ideal conditions; with higher latency and random player movement it can make playing virtually impossible. For example, if a remote player passes by a window in a period shorter than the client's latency it will be impossible for the local player to hit them even if they fire immediately.
However, doing nothing does have the advantage of giving players the truest possible picture of what is happening to their input. In games where the player can only exert indirect control, such as RTS games, it is considered acceptable for the local player's troops to be lagged as long as his or her direct inputs (typically cursor position, unit selection, and camera position) are responsive.

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