Mark & Chuvak
Hey, I’ve been tweaking my own ping reducer for a first‑person shooter, but the server keeps throwing me into a time warp. Got any low‑overhead tricks to shave off milliseconds without blowing up the code?
Nice try, but the server’s got you in a time warp—classic lag‑hackers’ playground. Try dropping the packet size first, combine your updates into a single packet, and use UDP instead of TCP for that fast‑lane. Keep the interpolation window small, and turn off any heavy anti‑cheat or logging while you’re testing. If you’re still seeing hiccups, enable client‑side prediction and tweak the send rate to something like 60 Hz instead of 30 Hz. Those tweaks are almost invisible in code but can shave a few ms. Just remember: every extra line of serialization is a potential choke point. Happy hunting!