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Topic: latency calculations and lost packets

All these thoughts are based completely on gaming experience and no code review has happened yet.

It seems like packets lost as a result of heavily loaded network (which can't be avoided with torrents running at maximum speed available) have an effect on calculation of latency and, thus, trajectory prediction. Like a total time spent resending (maybe multiple times) a packet is put into concern for latency value.

Is this a true? This may be the thing that makes teeworlds hard to play on heavy loaded network (for me).

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Re: latency calculations and lost packets

definitely true, torrents are the worst for that... even a video stream is easier on TW latency