Skip to content

A Blurb about Sync

BDCarrillo edited this page Feb 14, 2022 · 1 revision

Word of wisdom from Darkstar on 12 February 2022:

For those who don't understand what this "Desync thing" means or why its a big issue, let me clarify. Both the server and clients run their own independent simulations. As long as both the client and server are running at the same simulation speed then those simulations stay in sync. In fact if the server sim drops down it will force the client to also drop down by the same amount, which prevents desync.

However, in the case where a clients sim drops below the server sim now we have a big problem. Every single calculation that happens now falls ever farther behind on the client, the more extreme the sim loss and the longer it lasts the further back in time the client thinks it is. As a very specific example of what this causes, on a players machine all of his weapons were about 35 seconds delayed from the server by the end of that 90 second interval. Which means while the server thought they were reloading, a players machine thought they were firing. When the server thought grid was thrusting in one direction, a players machine thought it was thrusting in another etc... etc... This "client sim loss" situation breaks not only WC simulation, but all of keens simulations as well, excluding position updates, which are corrected for.

So I will repeat, if your pc is not fast enough to keep up with the server in these cases you are going to experience jank, and you WILL be far more likely to trigger any rare and hidden situations which assumes timing is synced and there is nothing anyone can do about that.

Clone this wiki locally