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.
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.