The +30% Advantage Devs Have No Control Over
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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/papers/peeker-fdg-24/paper.pdf
Riot Games Article: https://technology.riotgames.com/news/peeking-valorants-netcode
Valve Dev Blog on Latency Compensating Methods: https://developer.valvesoftware.com/wiki/Latency_Compensating_Methods_in_Client/Server_In-game_Protocol_Design_and_Optimization
Valve Dev Blog on Networking: https://developer.valvesoftware.com/wiki/GoldSrc#networking
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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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