PROBLEM OF TIMING OF CLIENT-SERVER NETWORK VIDEO GAMES
Shaklin Dmitrii Nilovich
National Research University of Electronic Technology
Abstract. This article describes the problems identified in network video games. The author considers the logical problems occurring because the network bandwidth is limited and the time of packets passage from the server to the client is different. The paper also clarifies the system with the authoritarian server with one or several clients. The methods of solving the above mentioned problems are proposed including the method of prediction and some of its variations.
Key words and phrases: синхронизация по времени, клиент - сервер, видеоигры, Dead Reckoning, интерполяция, метод предсказания, лаго-компенсация, timing, client-server, video games, Dead Reckoning, interpolation, method of prediction, lag compensation
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