The latency between peripheral input and visual feedback is much more important than the latency between a game client and server. The servers have all sorts of mitigation strategies to compensate. For inputs, it’s all on the human. Which feels bad.
> The servers have all sorts of mitigation strategies to compensate.
I haven't seen any papers where cloud gaming servers implement rollback logic on your inputs in behalf of the game developer.
Even assuming games that do support native rollback, most rollback netcode implicitly considers you're local to your game client, not in some relay box 7 frames or more in the past.
I was talking about clients and servers in the classic setup, not for cloud gaming. My parent was talking about game ping and I was pointing out that cloud services are even more sensitive since you’re not interacting with the game client locally.
The latency between a peripheral input and the visual feedback includes that latency between the client and server in a streaming scenario. The TV isn't smart enough to implement rollback netcode for every game.
ElectricalUnion|2 years ago
I haven't seen any papers where cloud gaming servers implement rollback logic on your inputs in behalf of the game developer.
Even assuming games that do support native rollback, most rollback netcode implicitly considers you're local to your game client, not in some relay box 7 frames or more in the past.
cjsawyer|2 years ago
rrix2|2 years ago