The game in its current state has all enemy/player interactions check client-side first anyway, so latency doesn't affect things like dodging. There's no reason to expect the Switch version to be different in this regard.
The game in its current state has all enemy/player interactions check client-side first anyway, so latency doesn't affect things like dodging. There's no reason to expect the Switch version to be different in this regard.
Yeah, no reason... except for the fact that that it's openly stated to be streamed, that they posted schematics showing how it's going to work and that the download size is 30 MB.
EDIT: heck, CLOUD is in the freaking name even. You'd think that'd make people at least think a bit and try to read about it instead of just assuming it's going to be magic.
Last edited by isCasted; Mar 14, 2018 at 03:28 AM.
Why does that have anything to do with the fact that enemy/player interactions are client-side?
I'll give you a hint: It doesn't. It's not like the console doesn't have RAM.
...what would be the advantage of having hit detection and other shit being on the client if the rendering is done by the server? Having it work like that not only would complicate the architecture to a ridiculous degree, it would also increase bandwidth usage. And with all of that the latency is still going to be just as bad if not worse. An image that a player sees is delayed based on the distance between the player and the machine that does the rendering, no matter what. Giving the client an ability to predict the game's state gives no advantage whatsoever if the client can't convey the prediction to the player and let them adjust their thinking accordingly.
Actually it does. The Switch does not perform any computations at all. It only projects what calculations are done on the true client, which is the Switch middleserver. To make the analogy better to understand, the Switch is only your monitor and keyboard/mouse/joypad. The Switch servers are your PC/PS4/Vita. All commands you do (open menus, chat, move, attack, dodge etc.) are sent through the internet to the Switch servers, they are processed there as a client, then they are sent to the actual PSO2 servers for synchronization etc, then the PSO2 servers send information back to the Switch server, and the Switch server sends the image to your device.
It's only valid IF the game itself rendered on your own machine and doesn't involve internet-based input lag.
Your switch will be like wireless controller & monitor but it'll use internet connection, and your packet will be send across the globe rather than local environment.
That's an awfully illogical way to do it regardless of where you are in the world, honestly.
It's the only "viable" solution Sega has outside of forcing potential players to purchase a 128GB memory to be used exclusively for PSO2 and PSO2 alone. And the price of that is, at least in my area, the equivalent of US$ 45. Not only that, but the Switch is not as powerful as PS4, so it would have to show significantly low quality graphics, and require recharging too often which is not something you want for an online game that you can't pause.
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