Been thinking about the comments on how a deep fighting game like Virtua Fighter couldn't be done online due to the latency issues.
Well, I'm not a programmer, but I thought about the characteristics a bit versus a traditional 8-16+ player game (say, FPS or racing).
-A fighter would be 1 on 1, and would thus allow a larger packet stream per player (say, 10-15k) versus an FPS which tries to keep each box under 5k or so.
-Generally speaking, barring bad routing, typical p2p broadband anywhere in North America is ~100ms ping time. Could there be more aggressive pushlatency to drive this down to ~30ms?
-Many FPSs rely on hitscan characteristics for gameplay (counterstrike, ghost recon, some unreal weapons), whereas a fighter is based upon effective collision detection. Is this a problem?
-Would this larger theoretical 10-15k/sec network code be useful for driving down effective latencies and creating more advanced prediction?
Anyhow, this is a genre I'd like to see go online. Perhaps some of the coder-types here like DemoCoder, ERP, Faf, or Archie could drop some insight into the issue.
Well, I'm not a programmer, but I thought about the characteristics a bit versus a traditional 8-16+ player game (say, FPS or racing).
-A fighter would be 1 on 1, and would thus allow a larger packet stream per player (say, 10-15k) versus an FPS which tries to keep each box under 5k or so.
-Generally speaking, barring bad routing, typical p2p broadband anywhere in North America is ~100ms ping time. Could there be more aggressive pushlatency to drive this down to ~30ms?
-Many FPSs rely on hitscan characteristics for gameplay (counterstrike, ghost recon, some unreal weapons), whereas a fighter is based upon effective collision detection. Is this a problem?
-Would this larger theoretical 10-15k/sec network code be useful for driving down effective latencies and creating more advanced prediction?
Anyhow, this is a genre I'd like to see go online. Perhaps some of the coder-types here like DemoCoder, ERP, Faf, or Archie could drop some insight into the issue.