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Client-server networking with proper prediction


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Are there any immediate plans for better networking / prediction handling?

 

Preliminary R&D did show us that we can't have the same low lag functionality and good prediction for multiplayer component of the FPS game (Steel Storm 2). Ideally, if we could get multiplayer to work in Unigine as good as Darkplaces, it would be a blast.

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Sorry, this feature is not planned for development in the nearest future, but there was some work going on in that area. So for now, could you please specify your requirements for prediction in a FPS game in detail? It's not very clear from your description. What exactly did preliminary R&D show? This info could be helpful for future reference.

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I will ask our programmer to post specifics if we conclude that we can't make low lag DM multiplayer with Unigine.

 

As far as prediction and low lag, I don't think I should post any specifics, we all played ID Software's FPS games ;) Just as an example, Steel Storm: Burning Retribution is playable with ping ~300. Players can still shoot and see projectiles hit the expected spots.

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