• ryathal@sh.itjust.works
    link
    fedilink
    English
    arrow-up
    2
    ·
    10 months ago

    Rts requires each player to see exactly the same state at exactly the same time. Fps games can compensate more and minor lag isn’t as big of a problem.

    • optissima@lemmy.world
      link
      fedilink
      English
      arrow-up
      1
      ·
      10 months ago

      I see… but isn’t virtually all of the pathfinding deterministic based on the seed + inputs of up to 4 people? How would it be more difficult than fighting game rollback, where you have 2-4 players that need to have sub 2frame accuracy?

      • ryathal@sh.itjust.works
        link
        fedilink
        English
        arrow-up
        1
        ·
        10 months ago

        While a command might be deterministic, new commands can be issued at any time. A client that is behind could miss a command to move units that then leaves them visible or in range to an opponent. In an fps a client that’s behind they might shoot someone who isn’t really there, but shooting someone is the main focus. Most shooting games have some level of window where if a client thinks there’s a hit it happens even if the person wasn’t there.

        • optissima@lemmy.world
          link
          fedilink
          English
          arrow-up
          1
          ·
          10 months ago

          I was talking about other frame important games, not FPS. I’m talking about games with rollback and no more than a frame or 2 difference.