How latency works exactly in games?
How latency works exactly in games?
In Counter-Strike with 70ms latency versus 20ms, you'd likely be seen first depending on the match conditions.
They'll reach out to you within 50 milliseconds. Your reply comes back in 70 milliseconds, while another player responds in just 20 milliseconds.
It's hard to be certain with 'lag compensation.' A low ping can actually work in your favor—depending on the situation. Viewing it differently, hiding behind a cover means someone with a higher ping might still have enough time to reach you before you're behind them on their screen.
The nearby player estimates positions of others based on server signals, which causes synchronized meeting times.
I understand now you were referring to network latency. In that case, the peeker usually has the edge, while the observer faces challenges. Ideally, incorporating this into your gameplay can be beneficial. There are many videos on the topic; searching YouTube with "peekers advantage" will give you useful examples.
However, I might have misinterpreted your title as "How Low Latency Works..." because of my fatigue and boredom. I ended up writing this lengthy explanation just to avoid deleting it later. It’s a bit off-topic, but I tried to cover the main points.
If you want a clearer takeaway, focus on balancing frame rates and using in-game techniques to keep under the GPU usage cap—especially for games like CSGO, Fortnite, or Overwatch.
That's why I struggled a lot with an average of 9ms in CS 1.6 ^^
It doesn't matter ultimately thanks to server lag compensation. At regular intervals, the server evaluates player inputs and adjusts for latency. Source implements lag compensation to handle different players' delays (https://developer.valvesoftware.com/wiki...mpensation). Ars Technica also covers lag compensation in fighting games, though it applies broadly (https://arstechnica.com/gaming/2019/10/e...k-netcode/). The outcome is the server delivering an updated game state, and clients respond. Only brief glimpses of others may indicate their position, but this doesn't improve hitting accuracy.