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> normal packet jitter

What's the 99th percentile for that? How about packet-loss?

None of this is new stuff in gamedev, we've been build action games successfully since the days of 28.8 modems and 200ms pings.

Maybe that makes me a bit of an entrenched player(which is a poor position to argue on HN) but I've yet to see anything fundamental in these technologies that will address the latency issues in the same way you can with an interpolated client-side simulation.



Checking this ping I have open, the 99th percentile jitter is less than 20ms, and packet loss is about .2%

It doesn't have to be as good, it just has to reach a certain level. And for a lot of games it works fine to have a bit of lead time on controls.




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