If I sync 10 times a second, won't this be much too unresponsive? Here's the long-case scenario:
0ms, client clicks to fire
100ms, client syncs - sends shot to server (lets say 60ms travel time)
160ms, server receives shot
260ms, server syncs, notices & processes shot,
360ms, server syncs, sends shot's effects to client
320ms, shots effects reach client
420ms, client syncs, notices a& processes shots effects
Now, this is if the packets are hitting them at a bad time, ie: with the 100ms gap between syncs at its maximum, but still, won't syncing that infrequently result in very noticeable (and almost unplayable) delays?
0ms, client clicks to fire
100ms, client syncs - sends shot to server (lets say 60ms travel time)
160ms, server receives shot
260ms, server syncs, notices & processes shot,
360ms, server syncs, sends shot's effects to client
320ms, shots effects reach client
420ms, client syncs, notices a& processes shots effects
Now, this is if the packets are hitting them at a bad time, ie: with the 100ms gap between syncs at its maximum, but still, won't syncing that infrequently result in very noticeable (and almost unplayable) delays?