Comment by maccard

Comment by maccard 2 days ago

0 replies

Eventually you have to send data to the client and they have to send you back what they did. Assuming you’re running a game server with 240hz updates, on a 120hz monitor with no buffering, on a low latency connection in the same location to your data center, the absolute bare minimum amount of latency you can plan for is about 15ms from server to on screen, and back again) - 8 ms each way, 4ms for the server tick, and 5ms each way for networking. Now move 100 km from the server, or add in double buffering, and you’re closer to 50-60ms. That means at any given time you know there’s a deviance of between 0 and 50ms between your state and the clients - and a client can and will exploit that.