Lockstep
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"The inputs of both players are exchanged with each other, so both players will be running the same simulation."
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A stricter synchronization method where all machines involved in the system must process the same inputs at the same time before advancing.
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Requirements :
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The game must be absolutely deterministic .
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Advantages :
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Keeps all players perfectly synchronized.
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Prevents cheating that could occur in client-authoritative netcodes.
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Uses low bandwidth, as only inputs are sent.
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Disadvantages :
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Can be affected by input lag , since all players must wait for each other's inputs before advancing.
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If one player has high latency, all others are impacted (the classic "slowdown" problem in old RTS games).
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Harder to scale for games with many simultaneous players.
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Uses :
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RTS (Real-Time Strategy):
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StarCraft, Age of Empires
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TBS (Turn-Based Strategy):
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XCOM Multiplayer, Civilization
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Physics-Based Deterministic Games:
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Games that require identical simulations on all machines.
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