I tested this out with a couple of players and verified that it was indeed loaded but sadly it didn't seem to offer any improvement to the lead.
I had a similar idea a while back where the basic idea was to snapshot relevant game state every tick and essentially rewind to the relevant snapshot based on the assailant's ping during collision calculations. A crude implementation offered an improvement (not removal, that wasn't the goal and wouldn't be possible given the implementation) in lead and if those who tested it with higher pings are to be believed, it reduced lead down to the level you'd expect with a one/two (33/66) tick delay. The downsides were that you'd occasionally get reverse lead (á la CS), you'd seemingly die behind cover more frequently if shot by players with higher pings (nothing worse than playing against a player who has host) and it wasn't overly reliable.
Limited has already asked the most obvious question, so out of curiosity, what relevance does the mouse acceleration have and wouldn't using it in any calculations be slightly troublesome given that it varies from player to player?
Anyway, nice to see somebody still working on this, even if it is a bit of a dead horse.![]()
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