Where are these numbers from?
I'm pretty sure a lot of the combat is CLIENT side. That's why it looks smooth, because the client handles a lot of the monster positions and actions. I think all the server really does is handle the numbers and/or where a mob is *sort of* is. If you look around you while you're playing, you may occasionally see players swinging at thin air and mobs instant-teleporting to "resync" themselves back into position (this often causes drops to appear several yards away from where the mob was killed).
The desync is not as bad as it was in PSU/PSP2:i though. Mobs generally stay in a given point which allows players to wail on a mob at roughly the same time, but it's not perfect.
If a lot of the calculations and movement are done client side, which I'm pretty sure is. I REALLY doubt that the server keeps track of a particular player and mob's X, Y, and Z coordinates - rather they just keep track of what the player sent (Did the player jump? Did he attack? How much damage did he do? Etc.)But no, in short, depending on the server equipment and style of game, latency can be a huge factor in a game. The more graphically intense and physics the server has to keep up with, the more latency comes into play and lag becomes an issue. Apparently, SEGA has some damn good servers on their side to handle connections like they do. They done a bang up job.
I give Sega credit for improving the netcode from PSU/PSP2i, but I don't think they ran miracles with it. Cleaned it up and made it better, yes, but that's pretty much it.
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