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".
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.