TETERI
Versus play
Latency in Online Duels, and Why It Does Not Ruin Them
Nothing about your own board depends on the network, which makes this genre unusually tolerant of lag.
Online play in most genres degrades badly with latency. This one barely notices, and the reason is structural.
What actually crosses the network
Two things: a snapshot of your board, sent about fifteen times a second so your opponent can watch you, and discrete attack events when you clear lines.
That is all. Your own game, meaning gravity, rotation, collision, locking and scoring, runs entirely on your device with no network involvement whatsoever.
Why that matters
In a fighting game or a shooter, your input has to be reconciled with an opponent's before the outcome is known, so latency directly affects whether your action succeeds. Every millisecond is felt.
Here, nothing you do requires the opponent's agreement. You place a piece; it locks. The network only carries the consequences.
So a 150-millisecond connection means your attack arrives 150 milliseconds later than it would locally. Given garbage waits in a meter until you place a non-clearing piece anyway, that delay disappears into a mechanic that already has slack in it.
What latency does affect
Watching them. Their board updates fifteen times a second plus latency, so what you see is slightly behind. For reading their well depth, that is fine.
Simultaneous knockouts. If both players top out within a few hundred milliseconds, each side may see itself as having survived marginally longer. TETERI resolves this by having each side report its own defeat, so both agree who was eliminated even if the ordering was close.
Disconnection. A dropped connection is scored as a forfeit rather than freezing the match.
The design consequence
Because the genre tolerates latency so well, peer-to-peer play works without any rollback machinery or authoritative server. Two browsers connect directly, send small messages, and the result is fair.
That is why TETERI can offer online duels from a static site with no backend at all.
Read next
- The Attack Table: What Each Clear SendsEvery clear type converted into rows of garbage, plus the bonuses that stack on top.
- Combo Pressure: Why Small Attacks Can Beat Big OnesContinuous garbage denies your opponent the quiet piece they need to survive.
- How to Open a DuelThe first twenty pieces decide more duels than anything that follows.
- Reading Your Opponent's BoardTheir well depth, their stack height and the shared queue tell you when their attack is coming.
- Building for the Pieces You Do Not WantS and Z arrive once per bag, guaranteed. A stack with nowhere for them is a stack that is about to fail.
- The CPU Opponent and Its Three DifficultiesHow the computer player decides where to put things, and what actually changes between rookie and nightmare.