﻿id,summary,reporter,owner,description,type,status,priority,milestone,component,resolution,keywords,cc,phab_field
3752,Improve multiplayer game responsiveness,fcxSanya,,"In r8400 multiplayer turn length was increased to mask the effects of latency. Consequently multiplayer has longer delay before player orders are performed after being issued (see for example start of the match here: https://youtu.be/Dl85JBt6zGM?t=57s). According to Georg (aka leper):
> the current plan is to make the turn length shorter and allow scheduling commands for not only the next turn but also N+2, N+3 and such
> (or some computations start on the next turn, but the result will only be used some turns later)
(the corresponding IRC log is here: http://irclogs.wildfiregames.com/2016-01-22-QuakeNet-%230ad-dev.log also there are relevant discussions in the earlier logs)

#69 also proposed to dynamically adjust the turn length, but according to Georg:
> the main issue with dynamic turn lengths is lots of pointless complexitiy
",defect,new,Should Have,Backlog,Core engine,,,,
