I play a fair distance from Blizzard's servers, as do many of their player base, and so my latency sits in what I would assume is the 250ms-300ms range. "Optimising" input is all well and good but I guarantee you, any bottle neck you think occurs (and it most certainly does not) will not take anywhere near that amount of time for Blizzard's servers to process.
The game server already processes tens if not hundreds of thousands of calculations every frame and an addtional 98 key checks (any programmer worth his salt would be able to do this with no checks) are but a drop in the bucket. Even IF there was any sort of overhead from this calculation it would pale in comparison to my standard 300ms travel time between the server and I.
I can tell you right now that with 300ms delay between input and movement this map would become completely unplayable for me and anyone else in my position.
Lag is entirely dependent on the person playing the game. I hope you aren't developing the map under the belief that you will have client side responsiveness as this is 100% impossible with the editor we have at the moment. Correctly implemented trigger based movement systems are just as responsive as a data driven method. There is one simple truth and that is that all commands issued by the client have to travel to battle.net, and the result travels back. It is THIS travel time that is unalterable, uncontrollable, unavoidable and will result in every single movement system having some form of delay which in turn makes any sort of serious attempt at an FPS control scheme impossible.
Ugh I cringe every time I see "lagless" input. No amount of data/trigger editor trickery is going to get rid of the latency between client -> server -> client. You must have read into programmer's lagless data input thread to discover it is not lagless? I love the FPS ideas and kudos for the work that the guys put into it but as it stands this type of game cannot work on SC2's battle.net. Perhaps you have a good connection to the server but for those of us with a latency over the 200ms mark (and that makes up a surprising amount of the b.net population) these games become completely unplayable.
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@Nebuli2: Go
I play a fair distance from Blizzard's servers, as do many of their player base, and so my latency sits in what I would assume is the 250ms-300ms range. "Optimising" input is all well and good but I guarantee you, any bottle neck you think occurs (and it most certainly does not) will not take anywhere near that amount of time for Blizzard's servers to process.
The game server already processes tens if not hundreds of thousands of calculations every frame and an addtional 98 key checks (any programmer worth his salt would be able to do this with no checks) are but a drop in the bucket. Even IF there was any sort of overhead from this calculation it would pale in comparison to my standard 300ms travel time between the server and I.
I can tell you right now that with 300ms delay between input and movement this map would become completely unplayable for me and anyone else in my position.
@gamfvr: Go
Lag is entirely dependent on the person playing the game. I hope you aren't developing the map under the belief that you will have client side responsiveness as this is 100% impossible with the editor we have at the moment. Correctly implemented trigger based movement systems are just as responsive as a data driven method. There is one simple truth and that is that all commands issued by the client have to travel to battle.net, and the result travels back. It is THIS travel time that is unalterable, uncontrollable, unavoidable and will result in every single movement system having some form of delay which in turn makes any sort of serious attempt at an FPS control scheme impossible.
@gamfvr: Go
Ugh I cringe every time I see "lagless" input. No amount of data/trigger editor trickery is going to get rid of the latency between client -> server -> client. You must have read into programmer's lagless data input thread to discover it is not lagless? I love the FPS ideas and kudos for the work that the guys put into it but as it stands this type of game cannot work on SC2's battle.net. Perhaps you have a good connection to the server but for those of us with a latency over the 200ms mark (and that makes up a surprising amount of the b.net population) these games become completely unplayable.