Comment by WatchDog

2 days ago

A soft-realtime multiplayer game is always incorrect(unless no one is moving).

There are various decisions the netcode can make about how to reconcile with this incorrectness, and different games make different tradeoffs.

For example in hitscan FPS games, when two players fatally shoot one another at the same time, some games will only process the first packet received, and award the kill to that player, while other games will allow kill trading within some time window.

A tolerance is just an amount of incorrectness that the designer of the system can accept.

When it comes to CRUD apps using read-replicas, so long as the designer of the system is aware of and accepts the consistency errors that will sometimes occur, does that make that system correct?