En programmerare vid namn Glenn Fiedler som har jobbat på Respawn Entertainment med Titanfall och på Sonys studio Santa Monica har ordat i ett blogginlägg om hur nätverkskoden fungerar i det svenska online-liret The Division. Främst är det hur servern sköter informationen den får från olika klienter och hur de stoppar fuskande:
"This networking model has two main features you've probably heard of: client side prediction so players don't feel lag on their own actions (movement, shooting etc.), and lag compensation, so when you shoot another player and bullets hit on your machine, you generally get credit for that hit as you saw it (so you don't have to lead the target according to lag)."
"To me this displays a fundamental misunderstanding of how FPS games are networked."
Hur upplever du att The Division fungerar online?