Connection lag on MC xbox 360 is a major issue. It seems even with a great connection (15 megs), there are still mutiple lag spickes and long periods of lag in your game. Now first, I should note that there are some obvious things that cause the lag:
The hosts connection speed is slow (apx. 7.5 or less megs)
Redstone updates (ex. pistons moving)
Connection traffic with xbox
There are many other various things that cause lag, those are 3 common issues. By this point, you should know what the following are: client, host/server, network/connection, and lag are (look them up if you don't).
Now the game (client/server) forces all block/entity updates to send data over the network and back to the server/client. That's where a lot of inefficiencies come in to play. First off, a lot of these updates are random (ex. the movement of a cow). Instead of having to send these random updates constantly, we could generate a seed/string of numbers and letters that would be sent over the network and processed by the client. So if these "seeds" were sent every 10 - 30 seconds and if all game mechanics (that were random) were powered by this seed, lag could be reduced majorly.
Another inefficiency is caused by the player and player interaction (ex. blocks being mined, entities being summoned). First off we know that three main things are needed to load a player's appearance (not including skin): position, rotation, and what he/she is holding. But what if that player moves up against a cow. The cow's position now has to be updated too. Instead, we only have to send that player's position over the network, so that the client/server can tell that that player's position is right close up to that cow, thus moving that cow accordingly. Summing it up, both the client and server would process a player's movement/intereaction and update a game mechanic accordingly.
Have any questions comments suggestions on my idea, feel free to post! I really didn't expect this to get far. Also feel free to add on to the idea as much as you wish. THX!!!
Connection lag on MC xbox 360 is a major issue. It seems even with a great connection (15 megs), there are still mutiple lag spickes and long periods of lag in your game. Now first, I should note that there are some obvious things that cause the lag:
There are many other various things that cause lag, those are 3 common issues. By this point, you should know what the following are: client, host/server, network/connection, and lag are (look them up if you don't).
Now the game (client/server) forces all block/entity updates to send data over the network and back to the server/client. That's where a lot of inefficiencies come in to play. First off, a lot of these updates are random (ex. the movement of a cow). Instead of having to send these random updates constantly, we could generate a seed/string of numbers and letters that would be sent over the network and processed by the client. So if these "seeds" were sent every 10 - 30 seconds and if all game mechanics (that were random) were powered by this seed, lag could be reduced majorly.
Another inefficiency is caused by the player and player interaction (ex. blocks being mined, entities being summoned). First off we know that three main things are needed to load a player's appearance (not including skin): position, rotation, and what he/she is holding. But what if that player moves up against a cow. The cow's position now has to be updated too. Instead, we only have to send that player's position over the network, so that the client/server can tell that that player's position is right close up to that cow, thus moving that cow accordingly. Summing it up, both the client and server would process a player's movement/intereaction and update a game mechanic accordingly.
Have any questions comments suggestions on my idea, feel free to post! I really didn't expect this to get far. Also feel free to add on to the idea as much as you wish. THX!!!
----Strong Words----