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Thread: Anti-latency (server-side hit detection / correction)

  1. #131

    Re: Anti-latency (server-side hit detection / correction)

    Quote Originally Posted by t3h m00kz View Post
    LMAO
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    ???
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  2. #132
    +rep to cure coronavirus n00b1n8R's Avatar
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    Re: Anti-latency (server-side hit detection / correction)

    Quote Originally Posted by Pooky View Post
    I never said there's no difference. I said it's going to suck no matter what kind of netcode there is.
    If you're not somebody who's spent their life being spoiled by a first-world connection, it's really not that bad at all.
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  3. #133

    Re: Anti-latency (server-side hit detection / correction)

    Quote Originally Posted by n00b1n8R View Post
    If you're not somebody who's spent their life being spoiled by a first-world connection, it's really not that bad at all.
    So Australia doesn't count as first world?

    I'm really not sure what the example of Team Fortress 2 is supposed to prove anyway. TF2 uses a mix of client sided and server sided hit detection depending on what weapons you're using.

    Projectile weapons, such as the Rocket Launcher, produce moving objects with positioning and effects determined by the server's game state, which can make them less reliable for players with high latency.
    Hitscan weapons produce instant hit-or-miss attacks instead of projectiles. Melee weapons and bullet/pellet-producing weapons are generally hitscan. Hitscan weapons determine collision based on the game state of the attacker (as opposed to projectiles, which use the server's game state), which can produce somewhat disjointed hit detection ("I already got behind cover; how did that hit me?").
    http://wiki.teamfortress.com/wiki/Me...#Hit_detection

    If you're not having too much trouble using projectile weapons with high latency, that's because all server sided hit detection isn't as slow as Halo's. You know, like I said in the first place.
    Last edited by Pooky; May 10th, 2012 at 11:23 PM.
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  4. #134

    Re: Anti-latency (server-side hit detection / correction)

    Quote Originally Posted by Pooky View Post
    I'm really not sure what the example of Team Fortress 2 is supposed to prove anyway
    I dunno, maybe to counteract the fact you said any netcode is going to suck, and that it's far less painful to play Halo, who's hit detection (leading) you dub as "the most fair and balanced" despite the obvious advantages of having a lower ping, which you'll never have in austrailia?

    and I'm pretty sure n00b is smart enough and has been around the block enough times to not need to be lectured on how TF2's hit detection works!!

    but I mean hey if you truely believe that a fluxy, flawed hit detection system is absolutely the most fair and balanced ever, you can go back into Reach and scream "YOU'RE NOT COOL" over the mike at the top of your lungs in pure rage to all the kids running pinging you with DMRs again, because the netcode is obviously catering to casuals and obviously not trying to do people a favor and close the gap between people with different connections

    n00b, reach's hit detection is a gift from god, you'd love it
    Last edited by t3h m00kz; May 11th, 2012 at 07:36 AM. Reason: oh please tread on me
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  5. #135

    Re: Anti-latency (server-side hit detection / correction)

    I believe T3h Mookz was being sarcastic when he said halo was fair and balanced!
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  6. #136

    Re: Anti-latency (server-side hit detection / correction)

    Australia has great Intranet what are you talking about.
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  7. #137

    Re: Anti-latency (server-side hit detection / correction)

    as a Canadian I'm sure you know all about austrailias wonderful network connection to US servers
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  8. #138

    Re: Anti-latency (server-side hit detection / correction)

    Quote Originally Posted by t3h m00kz View Post
    I dunno, maybe to counteract the fact you said any netcode is going to suck, and that it's far less painful to play Halo, who's hit detection (leading) you dub as "the most fair and balanced" despite the obvious advantages of having a lower ping, which you'll never have in austrailia?
    I didn't say Halo's, specifically, is. I said server-side in general is. It's a matter of whether you prefer having to lead all your actions, or getting shot through walls because you hadn't moved yet on a high pinger's screen. Or rather, whether having high ping ruins the experience for just you, or for everybody else.

    As for Halo, the clientside prediction makes things look jankier than they actually are. Leading your actions is still a straightforward process on high pings, you just have to sort of ignore what your client is showing you and go by what you know is actually happening on the server.
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  9. #139
    +rep to cure coronavirus n00b1n8R's Avatar
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    Re: Anti-latency (server-side hit detection / correction)

    Quote Originally Posted by Pooky View Post
    So Australia doesn't count as first world?

    I'm really not sure what the example of Team Fortress 2 is supposed to prove anyway. TF2 uses a mix of client sided and server sided hit detection depending on what weapons you're using.
    Not when my "broadband" connection is run through copper wires which have been in the ground for the better part of a century. Australia's internet is literally 3rd world. (The government is currently trying to roll out a national fibre-optic network but they'll prob lose the next election and the opposition has promised to tear the whole thing up!)
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  10. #140

    Re: Anti-latency (server-side hit detection / correction)

    Quote Originally Posted by n00b1n8R View Post
    Not when my "broadband" connection is run through copper wires which have been in the ground for the better part of a century. Australia's internet is literally 3rd world. (The government is currently trying to roll out a national fibre-optic network but they'll prob lose the next election and the opposition has promised to tear the whole thing up!)
    Well that sucks, but surely there are Aussie TF2 servers you can play on rather than connecting to American ones. I mean, I know there were on Halo :S
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