Lag (online Gaming) - Solutions and Lag Compensation

Solutions and Lag Compensation

There are various methods for reducing or disguising delays, though many of these have their drawbacks and may not be applicable in all cases. If synchronization is not possible by the game itself, the clients themselves may be able to choose to play on servers in geographical proximity to themselves in order to reduce latencies, or the servers may simply opt to drop clients with high latencies in order to avoid having to deal with the resulting problems. However, these are hardly optimal solutions. Instead, games will often be designed with lag compensation in mind.

Many problems can be solved simply by allowing the clients to keep track of their own state and send absolute states to the server or directly to other clients. For example, the client can state exactly at what position it is or who they shot. This solution works and will all but eliminate most problems related to lag. Unfortunately, it also relies on the assumption that the client is honest. There is nothing that prevents a player from modifying the data they send, directly at the client or indirectly via a proxy, in order to ensure they will always hit their targets. In online games, the risk of cheating may make this solution infeasible, and clients will be limited to sending relative states (i.e. which vector it moved or shot in).

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