How do combat games achieve "no lag"

How do fighting games like The Strongest Battlegrounds make inputs like M1s and Skills have little delay when on higher ping servers, do they use client-sided combat/hitboxes?

Exactly what you said, they use client-side combat/hitboxes, advanced games fire a server remoteevent with the hitbox position of the player they hit, and their anticheat calculate if its possible knowing the ping of the player, it make it more vulnerable for cheaters to be exploited, because if im not wrong cheaters can do ping spoof and aditionally they can listen remoteevents and change them if needed.

PD: Im out of roblox a time ago, now there is a new anticheat (byfron if im not wrong) but i think its not in android.

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I’ve made a client sided combat system before and I can 100% tell you that the even if there is no input delay, the delay between a move landing and the person actually being hit is significant enough for it to not be worth going through

It’s just a matter of creativity and your code being reliable. A lot of games, including mine handles movement, effects and animations instantly on the client when an ability is fired.

I suggest starting there. Then, when you’re comfortable with that, try researching lag compensation methods for the specific thing you need. For the most part all you have to do is have the client run some of the logic that’s meant to run on the server, then validate it and make sure it is fair on the server itself. This not only makes it feel faster, but decreases the server load.

Keep in mind you cannot get rid of lag - you can only hide it. The player doesn’t care as long as it’s reliable and fair. And I apologize but there is not a simple answer here - coders spend months/years improving the ways they compensate/hide latency.

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