RmDebArc_5@sh.itjust.works to Linux Gaming@lemmy.worldEnglish · 20 days agoApex Legends is taking away its support for the Steam Deck and Linuxwww.theverge.comexternal-linkmessage-square140fedilinkarrow-up1415arrow-down11cross-posted to: linuxsucks@lemmy.worldpcgaming@lemmy.cagames@lemmy.worldpulse_of_truth@infosec.pubsteamdeck@sopuli.xyz
arrow-up1414arrow-down1external-linkApex Legends is taking away its support for the Steam Deck and Linuxwww.theverge.comRmDebArc_5@sh.itjust.works to Linux Gaming@lemmy.worldEnglish · 20 days agomessage-square140fedilinkcross-posted to: linuxsucks@lemmy.worldpcgaming@lemmy.cagames@lemmy.worldpulse_of_truth@infosec.pubsteamdeck@sopuli.xyz
minus-squareObject@sh.itjust.workslinkfedilinkEnglisharrow-up9·19 days agoThe server already determines if a shot’s valid or not though. Once a client receives information on where the enemy is at, then the client can send message to the server that they are shooting exactly at that location.
minus-squareKomfortablesKissen@discuss.tchncs.delinkfedilinkEnglisharrow-up2·19 days agoWell, the server acts mostly as a single source of truth. The clients are the ones registering the shot, the server confirms or denies it. My approach would be prohibitedly expensive, as I suggested the registration would also happen on the server. It would also result in bigger lags
The server already determines if a shot’s valid or not though. Once a client receives information on where the enemy is at, then the client can send message to the server that they are shooting exactly at that location.
Well, the server acts mostly as a single source of truth. The clients are the ones registering the shot, the server confirms or denies it.
My approach would be prohibitedly expensive, as I suggested the registration would also happen on the server. It would also result in bigger lags