~/talk

Online Games — How Do They Not Lag?

TalkinFrenchat Devfest Strasbourg 2023 · on Wednesday, 2023-11-15· [web-performance, networking]
links:none on file
slides:none on file

An authoritative-server netcode for Super Mario World that replaces JSON with a custom binary payload to reduce message size around 5x and runs the server at 30 ticks/second. It uses UDP with delta compression (keeping about 3 seconds of history ≈9 MB), client-side prediction with server reconciliation to eliminate input lag, and adds lag-compensation/rewind for PvP plus an optional rollback mode for competitive play. The implementation addresses CPU and bandwidth overloads and demonstrates much better scalability than a naive approach.

AI-written summary · about

  1. 0:00Online game introduction
  2. 1:26Multiplayer mode goal
  3. 2:29Authoritative server explained
  4. 5:15Game data format
  5. 7:01Initial performance issues
  6. 7:43Optimizing with ticking
  7. 8:45TCP versus UDP
  8. 11:13Reducing data size
  9. 12:37Solving input lag
  10. 13:40Client-side prediction
  11. 16:47Persistent stuttering problem
  12. 17:30Delay-based netcode solution
  13. 20:39Handling criticism
  14. 21:22Battle Royale transition
  15. 22:07Delta Compression optimization
  16. 26:41PvP lag compensation
  17. 30:11Maximizing latency reduction
  18. 31:57Rollback-based netcode
  19. 33:23Conclusion and demo
  20. 34:06Introduction
  21. 34:49Q&A
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