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<?xml-stylesheet type="text/xsl" href="http://blogs.msdn.com/utility/FeedStylesheets/rss.xsl" media="screen"?><rss version="2.0" xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:slash="http://purl.org/rss/1.0/modules/slash/" xmlns:wfw="http://wellformedweb.org/CommentAPI/"><channel><title>Network latency</title><link>http://blogs.msdn.com/shawnhar/archive/2007/12/14/network-latency.aspx</link><description>"The time has come", the Walrus said, "to talk of networking "... The network game programmer has three mortal enemies: Latency makes your data arrive late Packet loss makes some data not arrive at all Bandwidth limits how much data you can send I shall</description><dc:language>en</dc:language><generator>CommunityServer 2.1 SP1 (Build: 61025.2)</generator><item><title>re: Network latency</title><link>http://blogs.msdn.com/shawnhar/archive/2007/12/14/network-latency.aspx#6789005</link><pubDate>Mon, 17 Dec 2007 15:15:26 GMT</pubDate><guid isPermaLink="false">91d46819-8472-40ad-a661-2c78acb4018c:6789005</guid><dc:creator>Ultrahead</dc:creator><description>&lt;p&gt;Talking about Wikipedia:&lt;/p&gt;
&lt;p&gt;&lt;a rel="nofollow" target="_new" href="http://en.wikipedia.org/wiki/Dead_reckoning"&gt;http://en.wikipedia.org/wiki/Dead_reckoning&lt;/a&gt;&lt;/p&gt;
</description></item><item><title>re: Network latency</title><link>http://blogs.msdn.com/shawnhar/archive/2007/12/14/network-latency.aspx#6789287</link><pubDate>Mon, 17 Dec 2007 15:49:48 GMT</pubDate><guid isPermaLink="false">91d46819-8472-40ad-a661-2c78acb4018c:6789287</guid><dc:creator>Ultrahead</dc:creator><description>&lt;p&gt;So, if each frame gets 16 milliseconds in a 60 fps game and Xbox games are expected to work with latencies up to 200 milliseconds, that is to say that it's expected -in average- that every 12-13 frames a &amp;quot;jerk&amp;quot; could eventually happen, what in turn is the amount of frames that the human eye can perceive.&lt;/p&gt;
&lt;p&gt;Taking 200ms as the worst case scenario, we would be rendering 12 to 13 frames based on our predictions and assuming no changes in the oponents' behaviors.&lt;/p&gt;
&lt;p&gt;Thus, the question is how much of those 12-13 frames we use to adjust the wrong values to the correct data by using interpolation in a smooth way.&lt;/p&gt;
&lt;p&gt;This is a very interesting topic, so cannot wait to get that sample!&lt;/p&gt;
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