Splinter cell conviction mr antifun trainers

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30 frames per second = 30 synchronizations per second.ģ0 was probably picked for consistency. It also has the very major downside of huge input delays. The bandwidth usage is also locked to the number of frames per second. This results in multiplayer, with more or less no work involved from Ubisoft, but has the downside that it requires both players to have the exact same FPS. Instead of sending positions and other event messages to other computers, this step-by-step system works by sending a player's input (keypresses, clicks, etc.) to other computers, and then the other computers simulate the received input on that player's character. Unlike most other multiplayer games, where programmers need to send each player's position to every other player, send events for firing, where shots landed, etc,Ĭonviction (and a lot of other Ubisoft titles) use a step-by-step synchronization system. Ubisoft has a habbit of getting around things the easiest and cheapest way possible.

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