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Faking Latency

Started by
9 comments, last by Beowulfe 23 years, 1 month ago
If you implement it yourself, as an optional layer between sending from the game, and actually sending it (or conversely receiving), you can modify the parameters (avg. delay, delay spread, drop ratio, bandwidth, etc.) on the fly, through an in-game interface and see the effects immediately. You could also modify parameters of your prediction code to compensate, reducing the guesswork in tuning performance.

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