Awaiting the next update, the next position is extrapolated based on the current position and the movement at the time of the update. There are various methods for reducing or disguising delays, though many of these have their drawbacks and may not be applicable in all cases. When a new packet is received, the position may be corrected slightly. One design issue that arises from rewinding is whether to stop rewinding a dead player's lagged commands as soon as they die on the server, or to continue running them until they "catch up" to the time of death. Online game systems utilizing a wireless network may be subject to significant lag, depending on the architecture of the wireless network and local electromagnetic interference impacting that network. However, these are hardly optimal solutions. Rather than using the traditional ICMP echo request and reply network packets to determine ping times, video game programmers often build their own latency detection into existing game packets usually based on the UDP protocol instead. Though more common, the actual effects are generally smaller, and it is possible to compensate for these types of delays.
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