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Questions tagged [latency]

Latency is the delay between providing input to a networked system and the system's response.

0 votes
2 answers
174 views

I'm working on a project to determine the end-to-end latency of a cloud gaming system (i.e., XCloud) on a MacBook. I believe I have half of the process completed so far: A Javascript web app that ...
dathwathup's user avatar
3 votes
1 answer
384 views

My Win32/DirectX 11.1 project requires that I render the mouse cursor myself rather than use the system cursor. This is easy enough; however, I've found that there is a human-perceptible latency when ...
Matthew Elkins's user avatar
0 votes
0 answers
188 views

If I have a game that allows players to self-host a multiplayer session which other players can join by browsing a game server browser to select a game I ideally want to be able to sort that list by ...
Xefan's user avatar
  • 101
0 votes
4 answers
3k views

When I wrote my first application in SDL, it looked like this: while (!quit) { SDL_PollEvent(&event); switch (event) { // ... } } But ...
Jack M's user avatar
  • 183
0 votes
1 answer
493 views

I have an event listener in JavaScript looking for keydown events. document.addEventListener('keydown', e => { // Callback code }); What is the latency ...
Dan's user avatar
  • 5
3 votes
1 answer
259 views

I hear pros playing Fortnite that have 20-50 ping complain that they cannot perform as well as pros with 0 ping due to wall taking, etc. It's easy to think that a 20ms ping difference is negligible ...
Rage's user avatar
  • 131
2 votes
2 answers
753 views

I'm running a Django server on localhost, and Godot 3.2 is my client using HTTPRequest. If I make an HTTP request with HTTPie (or cUrl), I get a response in under 3 seconds. The same request is ...
user2604415's user avatar
1 vote
2 answers
938 views

I have started work on a new game project where users are in an open environment and fight each other in a fast-paced shoot-out. I know that compressing all of the WebSocket's payload data using zlib ...
Jacob Gunther's user avatar
1 vote
0 answers
58 views

I read this: How do I handle packet loss in a client-server network model? ...But I'm looking for more advice. Currently I'm implementing my own lazertag vests. I'm programming hardware (8051 ...
Mike -- No longer here's user avatar
4 votes
0 answers
1k views

Edit After reading some more questions on this board, I've come up with this potential scheme. Feel free to give any suggestions / criticisms on the scheme I show in the box below. ...
pattymills's user avatar
2 votes
1 answer
655 views

I am curious about the details of lag compensation in games. I have read a lot of articles about it, for example: Source Engine Multiplayer Networking Fast-Paced Multiplayer - Gabriel Gambetta How do ...
Ruslan Plastun's user avatar
2 votes
1 answer
2k views

How do real-time multiplayer games deal with latency problems (or “server lag”)? Imagine an online fighting game where 2 players battle head-to-head in real time. When a player performs an action, ...
clickbait's user avatar
  • 257
0 votes
1 answer
2k views

Please note: Although this question involves a link to the Source Engine, its really a generic question about client-server interactions in multi-player games, and I think can be answered by anyone ...
smeeb's user avatar
  • 1,055
2 votes
2 answers
798 views

I am working on a authoritative client/server game, looking to both Valve and Gaffer to understand the concept. Currently, the server simulates at 20 ticks a second. The inputs received from the ...
Jpst's user avatar
  • 141
0 votes
0 answers
68 views

I am researching Interaction Latency - the delay between pressing a key and seeing the result on screen. I have my Unity3D application deployed remotely to an EC2 instance on AWS. I have another ...
pookie's user avatar
  • 101

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