The problem with the coming era of complex game physics is the disparity in the processing power of PC gaming machines.
Unlike the purely local issue of frame rate differences between clients, the differences in the simulation rate in the physics engine would cause synchronization issues in the state of the environment, therefore there seem to be limits in the complexity of local physics processing, requiring that it be suited for the lowest denominator so that sync can be maintained.
If however physics processing were to be done on a remote machine (game server), this would not only ensure synchronization, it would also result in great computational efficiency as the environment would only have to be processed once for all clients involved, which could potentially allow for incredibly thorough environments, only increasing in efficiency with more clients involved, perhaps even global particle physics of all materials for MMOGs with thousands of players involved.
The clients in this case would have varying update-rates which would allow for asynchronous rendering for each individual client to the extent their machine allows, and the state of environment physics would remain consistent regardless of frame-rate.
The catch here is that this would require very low latencies and very high bandwidth, but this seems to be well within reach in the near-future with optical networks.
Unlike the purely local issue of frame rate differences between clients, the differences in the simulation rate in the physics engine would cause synchronization issues in the state of the environment, therefore there seem to be limits in the complexity of local physics processing, requiring that it be suited for the lowest denominator so that sync can be maintained.
If however physics processing were to be done on a remote machine (game server), this would not only ensure synchronization, it would also result in great computational efficiency as the environment would only have to be processed once for all clients involved, which could potentially allow for incredibly thorough environments, only increasing in efficiency with more clients involved, perhaps even global particle physics of all materials for MMOGs with thousands of players involved.
The clients in this case would have varying update-rates which would allow for asynchronous rendering for each individual client to the extent their machine allows, and the state of environment physics would remain consistent regardless of frame-rate.
The catch here is that this would require very low latencies and very high bandwidth, but this seems to be well within reach in the near-future with optical networks.
