Jonny Two Shoes
Expert Member
Just crossed my mind.
2 people in differnet parts of the world playing a shoot-em-up. (A) has latency of 50ms to server. (B) has latency of 300ms to server.
(A) walks around a corner that (B) is staring at with scope and all. (A) will undoubtedly spot (B) before (B) realises (A) is there and (A) will have a 250ms advantage to shoot first (if there are no hidden complexities to the seemingly easy calculation)
This is why I always called BS when someone kills me when he is walking around a random corner that I am actually watching and proned and ready to fire
dammit!
Anyway... why don't they impose an average latency for all players based on the worst player ping in the game? Obviously up to a limit of course. Each player has the same latency and then the playing field is even. To eliminate the lag irritating the player "Bullets" and shots fired are registered on the client side which records exactly where and when the opponent was shot on the client which is sent to server and the server determines who's shot landed first and calculates the correct outcome of the encounter. When a player signs in on the server the times are constantly "sync'd" to avoid people cheating by modifying the client. If it works out the time it takes should be so minimal that it hardly effects gameplay. Also it means people should have a better chance at playing International servers.
And they should hide other player pings to avoid people banning the higher ping guy for the hell of it lol.
Is this how they do it anyway? What other solutions are there
I hate noobs owning me
and I also hate teleporting around the freakin map from spikes and lag.
To add - all the movements and actions are on the client side and just the minimal info sent to server where each client gets an evenly painted picture of the battlefield or game. This way you will never teleport around the place. But server rules should be placed that say client > 500ms ping he or she should simply not be able to join.
2 people in differnet parts of the world playing a shoot-em-up. (A) has latency of 50ms to server. (B) has latency of 300ms to server.
(A) walks around a corner that (B) is staring at with scope and all. (A) will undoubtedly spot (B) before (B) realises (A) is there and (A) will have a 250ms advantage to shoot first (if there are no hidden complexities to the seemingly easy calculation)
This is why I always called BS when someone kills me when he is walking around a random corner that I am actually watching and proned and ready to fire
Anyway... why don't they impose an average latency for all players based on the worst player ping in the game? Obviously up to a limit of course. Each player has the same latency and then the playing field is even. To eliminate the lag irritating the player "Bullets" and shots fired are registered on the client side which records exactly where and when the opponent was shot on the client which is sent to server and the server determines who's shot landed first and calculates the correct outcome of the encounter. When a player signs in on the server the times are constantly "sync'd" to avoid people cheating by modifying the client. If it works out the time it takes should be so minimal that it hardly effects gameplay. Also it means people should have a better chance at playing International servers.
And they should hide other player pings to avoid people banning the higher ping guy for the hell of it lol.
Is this how they do it anyway? What other solutions are there
To add - all the movements and actions are on the client side and just the minimal info sent to server where each client gets an evenly painted picture of the battlefield or game. This way you will never teleport around the place. But server rules should be placed that say client > 500ms ping he or she should simply not be able to join.
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