Regarding GT5 there is quite a lot of discussion about the driving physics online versus the offline model. Users are convinced there is quite a difference between them with the online model simpler.
At the moment there is another discussion going on about physics being different for the host of a game making them slower in lap time.
I am a programer but I know very little about games programing. As I see it, the game should take in movement data from other consoles, process the movements of other cars, run the frame to get user input, then send its own movement data across the network. Apart from collisions with other players I can not see why network data would effect the physics model. Also how expensive is handling multiplayer data CPU wise? Would a developer ever have to cut back on their physics calculations to accommodate online?
Can anyone here give me a deeper understanding of multiplayer game like GT5 runs under the hood? Does it seem possible that saturating a users internet connection could interfere with the internal physics calculations (seems nuts to me)?
Thanks.
At the moment there is another discussion going on about physics being different for the host of a game making them slower in lap time.
I am a programer but I know very little about games programing. As I see it, the game should take in movement data from other consoles, process the movements of other cars, run the frame to get user input, then send its own movement data across the network. Apart from collisions with other players I can not see why network data would effect the physics model. Also how expensive is handling multiplayer data CPU wise? Would a developer ever have to cut back on their physics calculations to accommodate online?
Can anyone here give me a deeper understanding of multiplayer game like GT5 runs under the hood? Does it seem possible that saturating a users internet connection could interfere with the internal physics calculations (seems nuts to me)?
Thanks.