kremsy wrote:
I find it funny that you always talk why need there to be a snap there or there, without a "snap" no game would work, ManiaPlanet is just the only game who displays this, it's nothing which could be removed (except the displaying label). Other games don't display this and you see only the Ping and you don't know more why it could lagg or whatever.
Except in other games, comparable stats to "snapshot" (tick rate in UE1 / UE2, for example) affects all players equally. One player having high snapshot delta does not guarantee every player will have the same snapshot.
Equivalent (or semi-equivalent) stats in other games affect all players equally (just like in SM sometimes...) but are not related to a player's internet connection in any way shape or form.
Take tick rate in UT for instance. A server running at a "tick rate" (server side fps) of 22 will result in the server processing 9 minigun bullets per second. A tick rate of 30 means the game resolves the correct number of 12 minigun bullets per second (as per the gun's fire rate).
All players are equally affected by this (much like snapshot delta in SM) but this is due to a server side variable (tick rate can be changed in server config but can never surpass the idle FPS rate of the server) and is thus 100% completely unrelated to connection. Why is the time between server "snapshots" affected by connection in SM? Why does it apply equally to all players in some cases (one player has lag, everyone feels it), and not in other cases; I play on Smurfs royal server, German players have snap of 40-60, I have snap of 120...? In that instance, the snapshot delta does not proportionately impact all players.
Snapshot delta seems to relate to connection, somehow, and tick rate for the unreal engine is the closest similar example I can compare to snapshot delta, but does not in any way relate to your connection.
I don't think snapshot delta is the only problem. Seems to be that when ping increases, snap also increases. If snap is high by default and ping is low, there seems to be minimal impact for all players involved. If you play with high snap every game you just get used to it after a while. Does that make it optimal? No.
In situations where ping (real "lag" in other words) is high, it seems to negatively impact the experience for all players involved via tanking everyone's snap.