游戏中simulink的延时模块块是什么含义

在玩游戏的时候,人们通常说的延迟值是指什么?_百度知道
在玩游戏的时候,人们通常说的延迟值是指什么?
在玩游戏的时候,人们通常说的延迟值是指什么?网速我知道,但是是指上行速度还是下行速度呢?
我有更好的答案
ping值 就是网络延迟 就是从发送到服务器开始,到收到服务器应答包为止的时间就是ping。
采纳率:50%
通俗点说就是因为地域关系或者网络通信不好造成服务器和客户端之间数据传输慢,在客户端发出一个操作指令服务器不能及时作出回应。就比如你玩网络游戏打一下怪等半天才掉血。
为您推荐:
换一换
回答问题,赢新手礼包
个人、企业类
违法有害信息,请在下方选择后提交
色情、暴力
我们会通过消息、邮箱等方式尽快将举报结果通知您。游戏中延迟是什么意思?我玩游戏延迟显示总在20差不多,好吗?_百度知道
游戏中延迟是什么意思?我玩游戏延迟显示总在20差不多,好吗?
我有更好的答案
游戏反映慢。数值越底越好,要是数值达到0-80以内。你的数值很底,说明网速不错。220以上不用玩了,卡。150-220,玩什么都流畅。80-150延迟就是游戏里显示的xx ms或者xx ping
相当可以了,延迟越低说明你的网速很流畅
为您推荐:
其他类似问题
玩游戏的相关知识
换一换
回答问题,赢新手礼包
个人、企业类
违法有害信息,请在下方选择后提交
色情、暴力
我们会通过消息、邮箱等方式尽快将举报结果通知您。248被浏览16,832分享邀请回答developer.valvesoftware.com/wiki/Latency_Compensating_Methods_in_Client/Server_In-game_Protocol_Design_and_Optimization#Game_Design_Implications_of_Lag_Compensation )。其中关于Lag Compensation,我直接抄过来好了:Lag compensation is a method of normalizing server-side the state of the world for each player as that player's user commands are executed. You can think of lag compensation as taking a step back in time, on the server, and looking at the state of the world at the exact instant that the user performed some action. The algorithm works as follows:Before executing a player's current user command, the server:Computes a fairly accurate latency for the playerSearches the server history (for the current player) for the world update that was sent to the player and received by the player just before the player would have issued the movement commandFrom that update (and the one following it based on the exact target time being used), for each player in the update, move the other players backwards in time to exactly where they were when the current player's user command was created. This moving backwards must account for both connection latency and the interpolation amount the client was using that frame.Allow the user command to execute (including any weapon firing commands, etc., that will run ray casts against all of the other players in their "old" positions).Move all of the moved/time-warped players back to their correct/current positions简单归纳一下,就是在服务器端考虑了客户端的网络延迟,将服务器状态回滚到延迟前,再进行运算。所以这个策略有时候也被称作“rewind replay”。Lag Compensation除了用于改善因延迟带来的用户体验(要理解其怎样改善了这方面的用户体验,请参见最后推荐的文章),实际上更重要的是为了防止由于“客户端预测”而可能导致的作弊行为。在网游设计中有一个铁律:“The Server Is The Man”(Unreal的老大说的)。以上为针对提问相关的回答。再多说一些不太相关的。实际上针对FPS(CS、Quake)和MMO(魔兽)等不同类型的网络游戏,其网络设计差异还是挺大的,涉及到比如发包频率、发包量、服务器处理能力、玩法相关(是否要精确的射线检查)等各方面的考虑。国内游戏研发主要以MMO为主,在这方面大家钻研较多,所以参考魔兽、包括研究著名的魔兽服务端开源实现“大芒果”的肯定不在少数。魔兽在客户端预测方面真是十分厉害的。原理方面,@王旭 同学讲的基本都对了。然而追究到细节,我作为一枚MMO客户端程序员表示至今还有很多不明白是如何实现的。而“大芒果”中,是没有Lag Compensation的,对于加速作弊等几乎没有处理。作为一个号称只用于研究的开源项目没有考虑这些完全可以理解,而我相信真实的魔兽服务器肯定不会实现的那么简单。最后,还推荐一篇文章:《What every programmer needs to know about game networking》(),从标题也能看出,这篇是描述网游中网络模型这块的集大成者了,还包含了主要的历史演进过程,有兴趣的可以深究一下。PS:@王旭 同学文末给出的参考链接里其中之一就是这篇的中文翻译版本,但我大致看了一下,翻译的不算准确,且没有标明原文地址。所以还是在这里给出了原文链接。493 条评论分享收藏感谢收起blog.csdn.net/rellikt/article/details/5878447323 条评论分享收藏感谢收起248被浏览16,832分享邀请回答developer.valvesoftware.com/wiki/Latency_Compensating_Methods_in_Client/Server_In-game_Protocol_Design_and_Optimization#Game_Design_Implications_of_Lag_Compensation )。其中关于Lag Compensation,我直接抄过来好了:Lag compensation is a method of normalizing server-side the state of the world for each player as that player's user commands are executed. You can think of lag compensation as taking a step back in time, on the server, and looking at the state of the world at the exact instant that the user performed some action. The algorithm works as follows:Before executing a player's current user command, the server:Computes a fairly accurate latency for the playerSearches the server history (for the current player) for the world update that was sent to the player and received by the player just before the player would have issued the movement commandFrom that update (and the one following it based on the exact target time being used), for each player in the update, move the other players backwards in time to exactly where they were when the current player's user command was created. This moving backwards must account for both connection latency and the interpolation amount the client was using that frame.Allow the user command to execute (including any weapon firing commands, etc., that will run ray casts against all of the other players in their "old" positions).Move all of the moved/time-warped players back to their correct/current positions简单归纳一下,就是在服务器端考虑了客户端的网络延迟,将服务器状态回滚到延迟前,再进行运算。所以这个策略有时候也被称作“rewind replay”。Lag Compensation除了用于改善因延迟带来的用户体验(要理解其怎样改善了这方面的用户体验,请参见最后推荐的文章),实际上更重要的是为了防止由于“客户端预测”而可能导致的作弊行为。在网游设计中有一个铁律:“The Server Is The Man”(Unreal的老大说的)。以上为针对提问相关的回答。再多说一些不太相关的。实际上针对FPS(CS、Quake)和MMO(魔兽)等不同类型的网络游戏,其网络设计差异还是挺大的,涉及到比如发包频率、发包量、服务器处理能力、玩法相关(是否要精确的射线检查)等各方面的考虑。国内游戏研发主要以MMO为主,在这方面大家钻研较多,所以参考魔兽、包括研究著名的魔兽服务端开源实现“大芒果”的肯定不在少数。魔兽在客户端预测方面真是十分厉害的。原理方面,@王旭 同学讲的基本都对了。然而追究到细节,我作为一枚MMO客户端程序员表示至今还有很多不明白是如何实现的。而“大芒果”中,是没有Lag Compensation的,对于加速作弊等几乎没有处理。作为一个号称只用于研究的开源项目没有考虑这些完全可以理解,而我相信真实的魔兽服务器肯定不会实现的那么简单。最后,还推荐一篇文章:《What every programmer needs to know about game networking》(),从标题也能看出,这篇是描述网游中网络模型这块的集大成者了,还包含了主要的历史演进过程,有兴趣的可以深究一下。PS:@王旭 同学文末给出的参考链接里其中之一就是这篇的中文翻译版本,但我大致看了一下,翻译的不算准确,且没有标明原文地址。所以还是在这里给出了原文链接。493 条评论分享收藏感谢收起

我要回帖

更多关于 verilog 延时模块 的文章

 

随机推荐