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Re:One second per second is harder than it sounds by Arelius on Tuesday July 22, 2014 @04:06AM (#8067825)
Gaming is actually a really bad example since as you say, you can't really on the clients telling you a time as it may be spoofed. Thus the clients times are always ignored, and thus time sync is irrelevant.

I'll say that in about 10 years of working on multi-player games, I've never once put a wall, or other absolute time on the wire for any purpose than just printing server time to the player for informational purposes.

Re:One second per second is harder than it sounds by jacquesm on Tuesday July 22, 2014 @10:21AM (#8069104)
Time sync is very important because such games are typically played across clusters of machines, not just a single machine.
Re:One second per second is harder than it sounds by Arelius on Wednesday July 23, 2014 @02:42AM (#8073172)
If by such games you mean very specifically MMO's, then sure, I'll concede that time sync may be more valuable, but even then event serialization is normally done via an authority hand-off model that does not actually require time sync.

However, if you mean that all multiplayer games are typically played across "clusters of machines" and thus require time-sync then my original point addressed that.