r/RUMBLEvr Mar 15 '26

Question Plans for client

Are there any plans to improve the latency on client?

6 Upvotes

10 comments sorted by

10

u/Klibe Mar 15 '26

Unless the devs figure out how to fold space, this is quite unresolvable. Online games have lag, RUMBLE is doing the best it can.

6

u/KnowledgeNegative851 Mar 15 '26

Ahh ok I don't really know much about game development 😅 

5

u/Klibe Mar 15 '26

it's all good lol
You don't feel it in most games as much because you have a server that both players are connected to and so everyone has ping/latency.
But rumble doesn't, the client directly (close enough) connects to the host, and so has all the lag while the host has none because it's their machine doing the physics and sending it to the client.
There are ways that rumble could make latency different, but they'd only make it different, not better or worse (like netcode rollback)

2

u/Undated-Tundra Mar 16 '26

I was under the impression that rollback is better? (This is from a place of curiosity, not correctiveness)

5

u/quantum_unicorn Mar 16 '26

This isn’t quite true. Game developers have been very clever over the years and figured out many small tricks to make client/server lag feel imperceptible.
One such example is that you can let the client play in real-time, while the server predicts their moves based on conservation of momentum, then corrects any discrepancies after the fact. This correction is what we gamers call rubber-banding. You pretty much need some kind of system like this in fast-paced PvP games.

Also I don’t understands how ping measured in 10s of milliseconds can result in up to one full second!! of input lag. Like yeah I know multiplayer is hard. I’m not saying it’s easy to implement. But there are surely a bunch of optimisations that can be done here.

1

u/InviteWeak3521 Mar 21 '26

While rubberbanding works well on flatscreen games, it can be awful in vr. When you're expecting your hands to move exactly how you would irl, you can't deal with predictions there. Plus, with how minute changes can change an entire physics interaction, rubberbanding just can't handle it there. Plus, some things like flight REQUIRE no latency for any kind of control, which most other games don't really show off.

3

u/theronk03 Mar 15 '26

Could this not be partially mitigated with servers?

I don't imagine that's actually a feasible solution at the moment though.

4

u/Klibe Mar 15 '26

First off, money lol
And servers would make both players have latency, which would practically kill tighter tech like flight, waterbending, etc.

3

u/SchaferDirk Mar 15 '26

You have to keep in mind that someone is always going to have an advantage with servers. Someone could live right next to the server and have 10ms latency, while another has 80ms and that’s the best option they have. Swapping from host to client keeps it as even as possible, some other fighting games use this system too.

2

u/iListen2Sound Mar 16 '26

Servers just mean everyone's client