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Please elaborate what you mean. Are you talking about resending dropped packets? For the server -> client communication this is already done. |
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(I will assume there is a server-side "packet drop" checks, in other words, the server will resend packets in case any was dropped)
I am talking about literally sending duplicate packets, without any "packet drop" checks. If the check doesn't result in network delay, just leave as it is.
But how about client -> server? Sometimes I "snap" back most of the time. I assume that is because the packet didn't reach the server, resulting in constant stuttering (server forces you back to your actual coordinate, I only experience that when 10% (or more) packets sent are dropped). I believe that clients sending duplicate packets should minimize the stuttering effects (please, correct me if I'm wrong). |
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Now I see what you are meaning. Unfortunately, I'm pretty sure that this won't help though, but make the problem worse instead. If packets are dropped, the connection between client and server is at least temporarily not good enough to handle the amount of packets necessary for the game. If you now start sending more packets, you'll just have more dropped packets and possibly even get packet lost in situations that otherwise would work just fine. |
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