Lag due to distance along the Earth surface should never account for more than 67 ms. The rest would be caused by relay delays such as routers.
Speed of light - Wikipedia, the free encyclopedia
about 300 Mega-Meters per second
Equator - Wikipedia, the free encyclopedia
about 40 Mega-Meters, so half-way around the world is no more than 20 Mega-Meters.
speed = dist/time
300 Mega-Meters/sec = 20 Mega-Meters / time -> time = 67 milli-seconds
Although the original NetQuake plays crappy on a poor connection, it has a very pure networking model. Everything on the player's screen is the same as on everyone else's screen for each time/position frame. Although each player might receive the frames at slightly different times. Also the time the server receives input might vary a bit as well.
I believe you can play QuakeWorld the same way as NetQuake if you turn off prediction. Self prediction is basically letting a client see the result of their input immediately, but the displayed position of their player is incorrect relative to the time/position frame of other players and projectiles, time-wise. The correct position of your player would be slightly behind you as you move forward. Small price to pay though for the illusion of immediate reaction to your input.
Speed of light - Wikipedia, the free encyclopedia
about 300 Mega-Meters per second
Equator - Wikipedia, the free encyclopedia
about 40 Mega-Meters, so half-way around the world is no more than 20 Mega-Meters.
speed = dist/time
300 Mega-Meters/sec = 20 Mega-Meters / time -> time = 67 milli-seconds
Although the original NetQuake plays crappy on a poor connection, it has a very pure networking model. Everything on the player's screen is the same as on everyone else's screen for each time/position frame. Although each player might receive the frames at slightly different times. Also the time the server receives input might vary a bit as well.
I believe you can play QuakeWorld the same way as NetQuake if you turn off prediction. Self prediction is basically letting a client see the result of their input immediately, but the displayed position of their player is incorrect relative to the time/position frame of other players and projectiles, time-wise. The correct position of your player would be slightly behind you as you move forward. Small price to pay though for the illusion of immediate reaction to your input.
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