Earlier quoted context omitted.
> By your numbers then the OP is right. By my numbers (though as you can clearly see from the link I posted, >200ms latencies are not uncommon), and Carmack's assumptions in 1996 about what latencies would be acceptable. > So he designed for 200ms and then the real world was 300+ so it didn't work. Your 100ms would then work fine in that context. He designed for which by the frame of reference he cites (T1 connection…
>200ms latencies are not uncommon Those numbers match my experience a long time ago with Quake3 based games where you'd pick servers that are local to you and get 10-40ms latencies. > He designed for I didn't forget the > It seems more likely to me that perception on what an acceptable hand to eye latency is has changed, just like the perception on acceptable frame rates. Right, makes sense that the expectation today…
10-30ms is a bit optimistic, depending on how large you define a geography. Many ADSL/VDSL connections, best case, start with 5ms of latency, and often higher (say 20ms) due to interleaving. Cable tends to be around 10ms IIRC but can suffer from significant jitter which makes things worse. So for a lot of players the servers would need to be in the same city to achieve that target.