Lag compensation is often used to resolve delays in game play. That is because lag and game play are not exactly compatible partners. Lag represents a delay between player action and a server’s reaction. In order to prevent lag then, you need to be proactive. For example, it helps to update the network hardware from the website of the manufacturer.
Also, switch off any background applications that impact speed. These applications may include Skype, java, etc. It can help to get a better connection to the Internet as well. However, that being said, unexpected latency can easily happen online. That is because the Internet was not originally designed for split-second responses.
Nevertheless, there are ways to conceal lags within the design of a game. Game designers who format video games with a client and server element use certain techniques to reduce lags. That way, the gamer will not notice a delay, except for the worst of the spikes.
That is why designers often consider video game real time as an oxymoron. Lag time regularly exists even in instances of hectic play. That is because a delay between input and feedback is inherent for any digital object. For example, to maintain real-time control, a computer must be designed to display images at a pace that is over 10 per second. This is the lower limit for the illusion of movement. In addition, a computer must respond to input within a time span of 240 milliseconds, which is the upper limit for a response time.
Real Time: A Measurable Quantity
A threshold of continuity also exists. As a result, a game must be configured to receive input and supply a response at an ongoing rate of 100 milliseconds or less. Therefore, videogame real-time is considered a measurable quantity and not as a quality that is absolute.
As indicated, designers use techniques and tricks to disguise delays. Clients also think up ways to lower latencies. In some instances, servers may choose to drop clients who experience high latencies. However, designers often consider these issues. That is why they frequently design games by keeping lag compensation in mind.
Finding a Solution to Delays
Therefore, in order to employ lag compensation, you also need to comprehend some basic concepts. Besides lag compensation then, you have to consider round trip time (RTT) and lag. RTT defines the amount of time a packet of information is sent from a client to a server and back to a client. Therefore, RTT equals the time it takes to send a packet plus the time it takes to receive the information.
Therefore, given this definition, lag is the lapse that occurs between the action of a player and the reaction from the server. Therefore, two people may be playing, for example, a dueling game. Each client has different RTTs with their server. So, if one of the two people has a shorter RTT than the other person, his or her actions will also receive a sooner response.
Server Communication Issues
As a result, one player may shoot earlier in a dueling match but end up getting hit – all because the other player’s RTT is much shorter. So, lag compensation works at addressing certain lag difficulties. These difficulties often stem from communication problems with the server.
Lag compensation is incorporated into a video game to lessen the variance in response time and therefore provide smoother game play. This method may be applied at the server level or client level. It all depends on the type of game being designed and the type of feedback a designer wishes to convey. Sequence diagrams drawn up for game play can assist in working out a solution for lags in game play.