Client Authoritative Networking vs Deterministic Lockstep
Developers should use client authoritative networking in fast-paced multiplayer games (e meets developers should use deterministic lockstep when building multiplayer games that require high consistency and low bandwidth usage, as it minimizes network traffic by transmitting only inputs rather than full game states. Here's our take.
Client Authoritative Networking
Developers should use client authoritative networking in fast-paced multiplayer games (e
Client Authoritative Networking
Nice PickDevelopers should use client authoritative networking in fast-paced multiplayer games (e
Pros
- +g
- +Related to: server-authoritative-networking, lag-compensation
Cons
- -Specific tradeoffs depend on your use case
Deterministic Lockstep
Developers should use deterministic lockstep when building multiplayer games that require high consistency and low bandwidth usage, as it minimizes network traffic by transmitting only inputs rather than full game states
Pros
- +It is ideal for turn-based or real-time games with deterministic physics and logic, such as StarCraft or Age of Empires, where cheating prevention and replay functionality are important
- +Related to: networking, game-development
Cons
- -Specific tradeoffs depend on your use case
The Verdict
Use Client Authoritative Networking if: You want g and can live with specific tradeoffs depend on your use case.
Use Deterministic Lockstep if: You prioritize it is ideal for turn-based or real-time games with deterministic physics and logic, such as starcraft or age of empires, where cheating prevention and replay functionality are important over what Client Authoritative Networking offers.
Developers should use client authoritative networking in fast-paced multiplayer games (e
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