When I brought up SCV and TTT2 netcodes he said that those games were intentionally designed with a lag from the get go. So that when online was coded it would seem lag free.
How does he know? And what does that mean exactly? The games have unusually high input lag offline, or something?
Also can someone explain how GGPO works in a few simple sentences?
From what I remember it's something like this:
Both clients run a match locally, only receiving input information from each other. A third party compares state information and the game state on both clients is rolled back to the last stable state, if there is a conflict.
That sounds like a good idea if there is little state information and the connection is actually good (so even if p2 excecutes something 1 frame later on client 1 than 2, it does not affect the overall state on both clients)
But I always fail to see how poor connections do not become a massive "rollback fest"
I agree that a 5 bar in game connection is pretty close to offline... but I've only had 5 bars with a single person... I'm always joking that this person must live in the same street I do... since I have 3-4bar connections with people living less than 50km away.
My guess on how the game previews connection quality:
Looks like the game does not actually establish a player-to-player connection and evaluates that connection (you know like sending each other a ping e.g. I'm doing
ping yourIP ), but rather takes the mean of the connections to the server.