• ryathal@sh.itjust.works
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    5 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
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      5 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
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        5 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
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          5 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.