dede wrote:Yes, Flexman is right! I think that this game is using too much bandwith! Why? Other big multiplayer games aren't requiring a lot of bandwith and don't lag at all.
10 player TS race server requires about 180 kbps of server bandwidth. Counter-strike requires 512 kbps for 8-10 players (according to this page:
http://www.cstrike-planet.com/tutorial/1). I don't know what big games you are meaning...
But unfortunately, in a game like TS, if the cars are allowed to bump into each other, it is technically quite impossible to make the game lagless if there are problems with connection. In a game lilke CS, if you lose your connection for a second, you don't probably notice it unless someone happened to shoot you during that time. However, in a game like TS, a lot can happen in a second, especially if there is much interaction (read: bumping) between players all the time.
What other games often do is that the clients decide where the player goes and they send the information to server. In TS, however, client only sends its controls, predicts the outcome but the server later tells the real outcome. The good thing about this is that cheating is virtually impossible and collisions work as they should. The bad thing is, as many have noticed, that if the ping time gets big or if the ping varies a lot, this can cause really nasty warping.
I have thought about possibilities of using the system where clients only tell where they are instead of the server deciding that for them. But what exactly should happen in collisions then if two different clients have different views of the situation because of high ping times?