Hi Kamil, We could just lock the framerate of the game to 30fps. Which I would think 90% of the computers in the world today could handle. And if they can't, well their just have coppy graphics. Anyway back to the point. That way both the server and 90% of the clients will have the same framerate, and so you won't need to worry about synchronizing them. Rob G. >The fact I am more concerned about is that both server and clients will >have >surely different framerates, which is the hard thing on synchronizing >frames >(not scenes e.g. 12times per second). Frame synch is about to resetup the >frame UDP indication array offset and to synchronize the timings. If one >server frame processed in the same time as three client frames (which will >not happed as the server has no graphics to process - but it has NO. PLAYER >times physics etc.), the server would need to process al three infos about >frame changes. This means we need to send the exact timings each frame and >then the server would use these timings to merge the infos and process >physics. I think it will be a problem and I see this as a potential cheat >source (as everything should be cheat-proof). _________________________________________________________________ MSN Photos is the easiest way to share and print your photos: http://photos.msn.com/support/worldwide.aspx