Fulcrum29
Honorary Master
Now with subticks it would mean that way more snapshots would be sent to the server. I still have no idea how this implementation would work in practice. Apex Legends does something similar but at a way lower tick rate, and it has proven results. Apex, however, have way larger lobbies and way more physics to take into account.
I am unsure about the ‘hacking’ state the game is in, but in the past there were hacks which could manipulate packets to the extent it was too big to be processed since there is a hard cap. This, today, probably results in an instaban since the server knows that what is being received is incorrect, but I am curious whether subticks would be open to this very same exploit? Well, there is a reason you have betas.
Fancy smokes and what not, I am sure that there will be some balancing concerns.
Now every noob will nade and spray smokes like I do
I am very interested in these subticks, Valve would have their own unique approach, but I would like to experience it in game. Perhaps more shots will stick now, but I am real curious how their implementation will change the game. Every snapshot, by all players, would need to be sent to the server and sent back to the clients, like with any normal tick, but in blitz msec to all clients, so I am curious which exact metrics will make it predictive because having loss and choke will technically make your 'rubber banding' extremely erratic, so is there a queuing mechanism to avoid such client behaviour? The subticks are there to make positional updates equal, and in real-time. As I said I have no idea how this implementation will work. Good marketing, but it is the gameplay which matters.
I did some searching and this is what Gabe Follower derived,
but what happens when one client or more doesn't send a snapshot, is it ignored? I saw this man replied,
and I agree with the downside. Coming back to Apex, they call it slow down or slow-mo mode... I think. Not sure.
I am unsure about the ‘hacking’ state the game is in, but in the past there were hacks which could manipulate packets to the extent it was too big to be processed since there is a hard cap. This, today, probably results in an instaban since the server knows that what is being received is incorrect, but I am curious whether subticks would be open to this very same exploit? Well, there is a reason you have betas.
Fancy smokes and what not, I am sure that there will be some balancing concerns.
Now every noob will nade and spray smokes like I do
I am very interested in these subticks, Valve would have their own unique approach, but I would like to experience it in game. Perhaps more shots will stick now, but I am real curious how their implementation will change the game. Every snapshot, by all players, would need to be sent to the server and sent back to the clients, like with any normal tick, but in blitz msec to all clients, so I am curious which exact metrics will make it predictive because having loss and choke will technically make your 'rubber banding' extremely erratic, so is there a queuing mechanism to avoid such client behaviour? The subticks are there to make positional updates equal, and in real-time. As I said I have no idea how this implementation will work. Good marketing, but it is the gameplay which matters.
I did some searching and this is what Gabe Follower derived,
but what happens when one client or more doesn't send a snapshot, is it ignored? I saw this man replied,
The server would send the updated game state back to the client, which uses this information to render the game world and display it to the player. The key advantage of this is that it ensures that all clients see the same game state, regardless of differences in network latency or processing speed. The downside though, this method can also result in increased network latency and reduced responsiveness overall, so we will see.
and I agree with the downside. Coming back to Apex, they call it slow down or slow-mo mode... I think. Not sure.

