The disadvantage is, But His lag, would be seen and possible affect all other players connections. Him, to the other member, then to the Host. His communication path would be the path of best connection. Say one play has huge Lag to the HOST, but to another member he has a good lag free connection. One advantage of a Mesh Topology is that it helps reduce overall lag. and wonder why everyone is yelling about their driving. To every one else, they Stutter around, are jumpy, and smash into you if you get too close. On their Game, they are driving along Fine, no stutter, or jumpy positions, no Collisions, no Damage. Their car position isn't updated fast enough to the rest of the network. Legitimate lag from members, is very much the same. That would be the result of deliberate use of a lag switch. I rocket from behind you to Where I'm really positioned in my gameĪnd that causes a collision for you, but not for me, as in my Game, I am in front and haven't had a collision. Remember, On MY game I'm still in front of you. On your Game, you pass through me as a ghost, or you run in to the back of my car,īecause your game has not gotten a recent update from Me. Lets say I'm racing and I'm in front of you. I'm not sure how it would be much use in a driving game though.as an Example: If that kind of thing invited a lawsuit, which I doubt, bandwidth can lag both ways and it wouldn't be hard to drive the player away by lagging him out intentionally for his abuse of the network and servers. But there's nothing to stop SMS from viewing footage as these guys made available in Iracing and banning him from the server?. Now if you could prove a member is using a Lag switch, then I guess a Console or IP address Ban can be done.īut how to know if it's nefarious or just legitimate network lag?Exactly. Longer than that would drop the connection.īut a Brief Signal loss is tolerable on most networks, with those packets being discarded. The only thing that can be done Would be to code a Large position change to trigger it to become a ghost. Then when the connection is re-established, The New position is updated, And everyone else See's the car Take a Huge jump. The Members Car position Is Not Updated to the Rest of the Network. Use of a Lag Switcher Causes the same kind of Jump. Legitimate network lag is what it is, and causes a Car to jump around the track. Working in IT, I don't think as a Game Developer There is anything that can be done about this.
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