About 'Simulating Lag And Packet Loss'!

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I think the Challenge’s call to action was a little lacking from the response, but it’s good to think through it. I loved that I don’t have to code in my own lag duplicated packets and love how you helped to provide us with the tools of testing that.

One thing that I couldn’t stand was since Root was drilled so much into me with Linux and other tech the lack of the ow sound in router drove me bonkers!!! But it’s great how you focused on network. There’s TONS more that you could tell.

I find it interesting we are using TCP instead of UDP, and would love to go into more details in that and more details in lost packets and all that as that is where I know of with dealing with Multiplayer Programming.

Personally I would have preferred to go over this before starting to code the multiplayer in this section, and so I could get a better review and test myself out on concept before putting it into action. But that’s just me.

Figured I’d chime in on my experiences with doing the project on 4.25…

LAG effects:

  • turning on the lag made not just the updating of the car’s movement over the server choppy, but the controls as well. I found that as I turned up the lag the car’s controls on the client tended to ‘lock up’ almost. When I’d change directions the car would fight me on it and keep trying to keep course until eventually conceding.
  • From the host’s end everything was different. The client seemed to show no jitter or skipping, maybe just very strange driving patterns but that’s about it.

Reasons:
It seems pretty apparent that since the server has ultimate control over where the clients’ are going it makes sense that they look smoother from the Host’s side. The host receives information and even if it’s late it uses this information and it’s smoothing algorithms to just say “you go here” so there’s little conflict. The client however is getting conflicting commands from it’s machine and the server. On one hand the computer is saying “go here” while the server is coming back with outdated information saying “nope, boss says go here so give us what you got and go here anyways, we’ll be back in a few seconds, so try not to drive into anything mkay?” I almost feel like there’s a game idea somewhere in that last statement now…

Anyway, that’s my quick 2cents. Also, for those using 4.25, I found that even after you finish playing the lag values do not reset upon the next play unless you reset them specifically the next time you play test or restart the editor.

Sounds right to me!

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