Hello fine SpatialOS folks,
We’re investigating SpatialOS for our upcoming game project that’s in the vein of a next-gen .io game. Think 3d/2d top down with lots of players interacting in real time combat. We were running the hello world demo, and were a bit surprised that when connected to US servers that there was up to 2 seconds of lag between when one client’s change of direction would be received by the second client. I’d say it took about 1-2 seconds. The concern here would be that this amount of latency would make a real time combat game not awesome.
I don’t think that there would be anything inherently about the SpatialOS architecture that would lead to this amount of latency assuming we had good ping to the servers. Is this just an issue with the demo application or bandwidth saturation? How would SpatialOS’s latency compare to say that of a more traditional authoritative server model? The same?
Thanks for any insights!