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See:
backroll-rs/backroll/src/protocol/mod.rs
Line 38 in 3c6bdc0
which is used for estimating the remote player's frame for timesyncing purposes:
Lines 740 to 753 in 3c6bdc0
On an unrelated note, it that calculation correct? The comment seems to suggest round_trip_time.as_secs() / 2.
round_trip_time.as_secs() / 2
The text was updated successfully, but these errors were encountered:
For most 60FPS games this is likely OK, but this should really be configurable.
This was directly ported from GGPO. The calculation does seem to be off. We should have a divide by two there.
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Update mod.rs to have ping divided by 2 (#15)
6499fc1
Addresses an issue mentioned in #14. Authored by: ValorZard Signed off by: james7132
The RTT computation should be fixed now as of #15.
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See:
backroll-rs/backroll/src/protocol/mod.rs
Line 38 in 3c6bdc0
which is used for estimating the remote player's frame for timesyncing purposes:
backroll-rs/backroll/src/protocol/mod.rs
Lines 740 to 753 in 3c6bdc0
On an unrelated note, it that calculation correct? The comment seems to suggest
round_trip_time.as_secs() / 2
.The text was updated successfully, but these errors were encountered: