Disclaimer: Author of article
Disclaimer: Author of article
For example in the interest management; it is working out what custom messages to send to what players about each other and with 50k players in the same combat it needs to do this without it ballooning to 2.5Bn messages for a round of position updates - of which there are many per second per player; then convert these individual compressed output streams that are unique per player; and move on to the next set - and even then as stated in the article we are still at 267M messages a second.
gamers "flip their shit" when ping is not steady, and are only happy at ~50ms response times. a 200ms response in video games is usually considered "unplayable".
See my reference to SubSpace farther down, it's a highly skilled game that can be easily played on a ~250ms latency. The large majority of the game is predicting where the other player will be in ~0.75s and setting things in motion ahead of time to intercept them.
Any game based on prediction and designed for smooth re-integration of the game state can be done on latent connections. Heck there's even been some really impressive stuff in the fighting game space involving re-winding gamestate to resolve hits ~0.25s in the past(the original Counter-Strike does this as well, although not as well which is why you'd sometimes see people rubber-band back around a corner when hit).
HFT is increasingly harder to make profits in: the real growth is in algos operating in the low milliseconds range capturing real market activity and non simple arbitrage.