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

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    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 11th, 2012 at 12:23 AM.
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