The +30% Advantage Devs Have No Control Over
Автор: Tariq10x
Загружено: 2025-11-14
Просмотров: 215739
Описание:
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This is the third part in my netcode series.
In this video I talk about the "Peeker's Advantage".
Back in early days of online gaming the netcode used to evaluate actions based on the server game state.
This caused many problems, since you had to lead your shots and have a feel for your latency.
In 2001 Counter Strike introduced first the server side lag compensation, which will become the dominant approach when it comes to online fps games.
In this video I guide you through the mechanics of the peeker's advantage. We will take a look at a scientific paper covering this phenomena and then we will take a look how big studios are trying to tackle this problem.
If I got anything wrong, feel free to correct me in the comments, I appreciate your additions, questions, and corrections.
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Sources:
Fair Use Notice:
This video includes excerpts from the following scientific paper for the purpose of commentary, analysis, and education. The material is used transformatively and does not substitute for the original work.
Citation:
Tokey, A., Claypool, M., Diaz, M. The Effects of Network Latency on the Peeker’s Advantage in First-Person Shooter Games. FDG 2024.
DOI: https://doi.org/10.1145/3649921.3650002
Author-hosted PDF: https://web.cs.wpi.edu/~claypool/pape...
Riot Games Article:
https://technology.riotgames.com/news...
Valve Dev Blog on Latency Compensating Methods:
https://developer.valvesoftware.com/w...
Valve Dev Blog on Networking:
https://developer.valvesoftware.com/w...
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00:00 Peeker's Advantage
00:53 Latency Simulator
01:28 Client-Server Latency
03:53 Early FPS (Quake)
05:12 Server Side Lag Compensation
06:43 Example from the intro
10:15 Scientific Study
15:09 Riot Games Article
18:47 Conclusion
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All songs Licensed under Creative Commons: By Attribution 4.0 License
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