how people on opposite sides of the earth can play video games together seemlessly when these games require split second actions

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how people on opposite sides of the earth can play video games together seemlessly when these games require split second actions

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Anonymous 0 Comments

Some other answers are saying that the information gets sent fast enough through the internet, but that isn’t really true for many games. For example, in games where players are shooting at each other in real time, 10 milliseconds will make a difference between hitting a moving player and missing, and that’s way faster than the 100+ milliseconds of wait time you could have playing against someone across the world.

The real answer takes some explanation and I recommend reading this article on “lag compensation”: https://developer.valvesoftware.com/wiki/Latency_Compensating_Methods_in_Client/Server_In-game_Protocol_Design_and_Optimization

To give a quick summary/simplification, the first thing to understand is that there are 3 computers all working together to collaborate on the “truth” of what happens in the game you’re playing with your friend across the world: your computer, your friend’s computer, and the game’s own computer. When you do an action, like shooting at your friend or moving, your computer sends that information to the other computers, and because the info arrives as different times, all 3 might not agree on whether the shot hit, so there are different techniques they use. A simple example would be to always trust the computer of the person taking the shot. And just revise history for the person who got shot (they think they escaped for 100ms, but then suddenly the game tells them they died). But that simple approach might have several disadvantages, like you might be able to peek around a corner and shoot someone quickly without them ever seeing you. So there are several other techniques that also help achieve fairness and a smooth-feeling game. Ultimately it can never be perfectly seamless – these games will always have slight bits of time-travel or players experiencing differences in what happened.

Anonymous 0 Comments

We actually don’t on most fps or MOBA games. We play with neighbouring regions or one region, say Europe. Further than that the pings are still too high for reasonable reaction times.

Anonymous 0 Comments

We actually don’t on most fps or MOBA games. We play with neighbouring regions or one region, say Europe. Further than that the pings are still too high for reasonable reaction times.

Anonymous 0 Comments

Some other answers are saying that the information gets sent fast enough through the internet, but that isn’t really true for many games. For example, in games where players are shooting at each other in real time, 10 milliseconds will make a difference between hitting a moving player and missing, and that’s way faster than the 100+ milliseconds of wait time you could have playing against someone across the world.

The real answer takes some explanation and I recommend reading this article on “lag compensation”: https://developer.valvesoftware.com/wiki/Latency_Compensating_Methods_in_Client/Server_In-game_Protocol_Design_and_Optimization

To give a quick summary/simplification, the first thing to understand is that there are 3 computers all working together to collaborate on the “truth” of what happens in the game you’re playing with your friend across the world: your computer, your friend’s computer, and the game’s own computer. When you do an action, like shooting at your friend or moving, your computer sends that information to the other computers, and because the info arrives as different times, all 3 might not agree on whether the shot hit, so there are different techniques they use. A simple example would be to always trust the computer of the person taking the shot. And just revise history for the person who got shot (they think they escaped for 100ms, but then suddenly the game tells them they died). But that simple approach might have several disadvantages, like you might be able to peek around a corner and shoot someone quickly without them ever seeing you. So there are several other techniques that also help achieve fairness and a smooth-feeling game. Ultimately it can never be perfectly seamless – these games will always have slight bits of time-travel or players experiencing differences in what happened.

Anonymous 0 Comments

They don’t. If you actually played on the opposite side of the globe as the server, you would experience high ping. Its not just a speed of light issue. Your inputs have to be sent, routed many times, and processed as well.

In games that require “split second actions” like FPSes and other competitive types, ping over 100 is considered a massive handicap and 200 is more or less unplayable at high levels. Thats why games are split into servers based on geographic location.

Anonymous 0 Comments

Imagine each computer as a paper cup with string attached to each end. People speak through the cup and you can hear the vibrations through the string on the other cup. Instead of speech vibrations, it’s computer data, like the position of the character, and their state(animation/stance/equipped inventory).

The very large under sea cables that go around the world can transfer a huge amounts of this data at an incredibly fast speed. Slower than the speed of light, but fast enough to transfer 20+ terabits per second. For instance, the Infinera Marea cable that goes from the US to Spain can transmit data across in 33 milliseconds, according to them.

Many multiplayer games have a lag compensation feature. The server that players are connected to is taking note each user’s delay and compensating based on what the state of the game was when they committed an action.

Anonymous 0 Comments

They don’t. If you actually played on the opposite side of the globe as the server, you would experience high ping. Its not just a speed of light issue. Your inputs have to be sent, routed many times, and processed as well.

In games that require “split second actions” like FPSes and other competitive types, ping over 100 is considered a massive handicap and 200 is more or less unplayable at high levels. Thats why games are split into servers based on geographic location.

Anonymous 0 Comments

Imagine each computer as a paper cup with string attached to each end. People speak through the cup and you can hear the vibrations through the string on the other cup. Instead of speech vibrations, it’s computer data, like the position of the character, and their state(animation/stance/equipped inventory).

The very large under sea cables that go around the world can transfer a huge amounts of this data at an incredibly fast speed. Slower than the speed of light, but fast enough to transfer 20+ terabits per second. For instance, the Infinera Marea cable that goes from the US to Spain can transmit data across in 33 milliseconds, according to them.

Many multiplayer games have a lag compensation feature. The server that players are connected to is taking note each user’s delay and compensating based on what the state of the game was when they committed an action.

Anonymous 0 Comments

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Anonymous 0 Comments

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