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The game is ran at a certain tick rate, and each computer/client is required to submit their version of the simulation for that tick. If the frame rate is low the computer will fall behind, so to prevent desync the server must slow to accommodate the slowest tick rate.
The benefit of this server implementation is that network latency in it of itself does not affect all players, presumably because the servers can compensate for a fixed or slightly variable delay in forwarding on packets for each player. Low frame rate is different because the player would perpetually fall further and further behind instead of a relatively fixed latency.
Tl;dr— DE’s server implementation works wonders for addressing raw network latency between players (one person being far away doesn’t slow down the game) but because of how Age is fundamentally designed CPU bottlenecks on individual computers slow all other players to prevent the match from perpetually becoming further out of sync. |
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