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Human reaction time is 200ms, but that doesn't mean we experience life in 200ms chunks. The issue with input delay is that the 200ms between command and action is still perceived by the player (after the fact in their memory, but still perceived), and it still feels clunky, even if they wouldn't be able to respond to changes within that time frame.
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Human reaction time is 200ms, but that doesn't mean we experience life in 200ms chunks. The issue with input delay is that the 200ms between command and action is still perceived by the player (after the fact in their memory, but still perceived), and it still feels clunky, even if they wouldn't be able to respond to changes within that time frame.
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Also, Supreme Commander is one of the most clunky feeling games to play. A large reason why I play Zero-K is because Supreme Commander didn't really make anything of the realistic physics in any meaningful moment-to-moment way in the way Zero-K emphasizes. That 500ms latency is part of that (not all, part of it is also the super-high build speeds, but the latency really doesn't help)
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Also, Supreme Commander is one of the most clunky feeling games to play. A large reason why I play Zero-K is because Supreme Commander didn't really make anything of the realistic physics in any meaningful moment-to-moment way in the way Zero-K emphasizes. That 500ms latency is part of that (not all, part of it is also the super-high build speeds, but the latency really doesn't help)
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As I've mentioned before, barring some miraculous compression algorithm for RTS game states, the best that can be done, apart from having several servers to give everyone low ping times, is to keep the game's added latency as low as possible, which basically means to ensure jitter is properly accounted for.
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