• @ryathal@sh.itjust.works
    link
    fedilink
    English
    211 months ago

    Rts requires each player to see exactly the same state at exactly the same time. Fps games can compensate more and minor lag isn’t as big of a problem.

    • @optissima@lemmy.world
      link
      fedilink
      English
      111 months ago

      I see… but isn’t virtually all of the pathfinding deterministic based on the seed + inputs of up to 4 people? How would it be more difficult than fighting game rollback, where you have 2-4 players that need to have sub 2frame accuracy?

      • @ryathal@sh.itjust.works
        link
        fedilink
        English
        111 months ago

        While a command might be deterministic, new commands can be issued at any time. A client that is behind could miss a command to move units that then leaves them visible or in range to an opponent. In an fps a client that’s behind they might shoot someone who isn’t really there, but shooting someone is the main focus. Most shooting games have some level of window where if a client thinks there’s a hit it happens even if the person wasn’t there.

        • @optissima@lemmy.world
          link
          fedilink
          English
          111 months ago

          I was talking about other frame important games, not FPS. I’m talking about games with rollback and no more than a frame or 2 difference.