From mboxrd@z Thu Jan 1 00:00:00 1970 X-Spam-Checker-Version: SpamAssassin 3.4.4 (2020-01-24) on polar.synack.me X-Spam-Level: X-Spam-Status: No, score=-1.9 required=5.0 tests=BAYES_00,FREEMAIL_FROM autolearn=unavailable autolearn_force=no version=3.4.4 X-Received: by 10.129.27.3 with SMTP id b3mr2289104ywb.0.1459442357394; Thu, 31 Mar 2016 09:39:17 -0700 (PDT) X-Received: by 10.182.49.197 with SMTP id w5mr181871obn.16.1459442357356; Thu, 31 Mar 2016 09:39:17 -0700 (PDT) Path: eternal-september.org!reader01.eternal-september.org!reader02.eternal-september.org!news.eternal-september.org!mx02.eternal-september.org!feeder.eternal-september.org!usenet.blueworldhosting.com!feeder01.blueworldhosting.com!peer01.iad.highwinds-media.com!news.highwinds-media.com!feed-me.highwinds-media.com!y89no10299021qge.0!news-out.google.com!u9ni370igk.0!nntp.google.com!nt3no6364912igb.0!postnews.google.com!glegroupsg2000goo.googlegroups.com!not-for-mail Newsgroups: comp.lang.ada Date: Thu, 31 Mar 2016 09:39:16 -0700 (PDT) In-Reply-To: Complaints-To: groups-abuse@google.com Injection-Info: glegroupsg2000goo.googlegroups.com; posting-host=216.98.56.20; posting-account=MRPdDAoAAADUJmZVjnYaoafXFMadSeY1 NNTP-Posting-Host: 216.98.56.20 References: <8f3d3515-aa1a-4d7c-b465-3ad25c902ae5@googlegroups.com> <2fa7a9d8-57c6-4a9f-a81f-7f341da17cb8@googlegroups.com> User-Agent: G2/1.0 MIME-Version: 1.0 Message-ID: <98a18cc7-41f7-4ea7-94c3-fd1e82cb6ff5@googlegroups.com> Subject: Re: Roundtrip latency problem using Gnoga, on Linux, when testing at localhost address From: Olivier Henley Injection-Date: Thu, 31 Mar 2016 16:39:17 +0000 Content-Type: text/plain; charset=ISO-8859-1 X-Received-Bytes: 1931 X-Received-Body-CRC: 496185949 Xref: news.eternal-september.org comp.lang.ada:29940 Date: 2016-03-31T09:39:16-07:00 List-Id: On Thursday, March 31, 2016 at 1:24:03 AM UTC-4, Jeffrey R. Carter wrote: > met. Since you're talking about a game, and 80 ms is too short for a human to > notice, I don't see that you have a problem. 33.3 ms gives you a 30 fps game which is standard and noticeable. 16.6 ms gives you a 60 fps game which is the quality standard. The extent to which it is noticeable is still a debate. That said, a multiplayer game can tolerate more or less 150 ms maximum roundtrip and for this to be acceptable it has to implement Client-Side Prediction, Server Reconciliation, Entity Interpolation and Lag Compensation. I figured that having 80ms of lag on the loopback does not look good to start with.