Outgoing Delay buffers remote game state updates before sending to provide equal latencies across clients. Outgoing delay is similar to incoming delay, but while incoming delay adds the delay after receiving a message (e.g., a game action), outgoing delay adds the delay before sending a message.
The figure below depicts an example of outgoing delay. The figure depicts timelines advancing top to bottom on a server and 2 clients, with Client A having a lower latency to the server than Client B. At time t0, the server has a game world update message to send to both Client A and Client B and sends the message to Client B. However, since Client A has a lower latency than Client B, the server delays sending the message until time t1. Setting the outgoing delay (t1 - t0) to the difference in latency for Client B and Client A means the message arrives at Client A and Client B simultaneously, at time t2.
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