This is where one of the players is the "server". (EDIT) It seems like that might be the case for something with dedicated servers, but many games use client hosting. That is why the netcode is so important for twitch shooters, where a fraction of a second for you to get that data could be the difference between your virtual life or death. If that processing takes long enough, you could have a player on your screen that is behind a wall, but the server knows that they actually ran out from cover and shot you down. If the netcode isn't very well optimized it can take a while to process all of that data. Every player sends their data to the server (e.g, location, button presses for actions, etc.) and that data needs to be processed and sent to every other player for a smooth match. The match is hosted on a server that all of the players connect to. I've not really looked it up, so this is just my basic understanding.
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