Spielerando

Other players smooth on a good connection but jerky on a bad one

A fixed amount of delay for drawing other players is either too short for shaky connections or needlessly long for steady ones. The delay should follow how irregular the news really is. Here is a cheap way to measure that, and the asymmetry that keeps the picture from breathing in and out.

Why this works

Waiting costs responsiveness, and running dry costs smoothness, so the right wait depends on how unevenly news arrives right now. Rising fast protects against the next stumble, falling slowly avoids a picture that keeps speeding up and slowing down.

When not to use it

Do not use it for games where the other players' exact position matters more than smoothness, like precise shooting or racing wheel to wheel. Keep a short fixed wait there and accept some jerks.

In the full entry

  • What to build, step by step
  • Starting values and the reason for each
  • 3 common mistakes and the fix
  • 15 lines of example code with 4 checks that pass
  • How your AI shows you that it works

Say this to your AI

Use the Spielerando entry "Other players smooth on a good connection but jerky on a bad one" (read_entry online-delay-that-follows-the-connection-quality) in my game. Build it step by step, and show me how you checked that it works.

Or skip this and connect the MCP: your AI then finds all of this by itself.Connect the MCP