~/talk

Online Games, But How Come They Don't Lag?

TalkinFrenchat Devoxx France 2024 · 2024-04-17..04-19· [game-development, networking]
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slides:none on file

A prototype ports Super Mario World to online co-op and evaluates netcode design choices: replacing JSON with a compact binary format reduced payload size by about 5×, and switching from TCP to UDP combined with binary delta compression solved ordering and bandwidth issues. The system batches inputs at a 20–30 Hz tickrate to lower server CPU per player, uses client-side prediction with server reconciliation and interpolation to mask latency, and relies on rollback/lag compensation by storing roughly 3 seconds (~9 MB) of past game state to reconcile high‑ping players.

AI-written summary · about

  1. 0:00Introduction
  2. 1:23Network latency-free gaming
  3. 3:50Game state and objects
  4. 6:19Server overload issues
  5. 7:23Tick rate and optimization
  6. 8:26TCP vs UDP for gaming
  7. 10:51Network data format
  8. 11:53Input lag and prediction
  9. 13:17Server reconciliation
  10. 16:23Entity interpolation
  11. 19:29Battle Royale mechanics
  12. 21:16Latency and disadvantaged players
  13. 21:37Delta compression
  14. 26:36Lag compensation
  15. 29:07Rollback netcode
  16. 32:36Results and 100% MetaCritic
  17. 34:00Q&A
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