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On a side note, the aspiring programmer in me is curious how you were able to reverse-engineer their syncronization system at all. Good stuff!
Well, I didn't have to reverse the whole thing, just some configurations.
Here's a small proof of concept: https://www.youtube.com/watch?v=LseZZzdtthE
At its worst, the game definitely feels like it's running two simulations with the same input (like you were saying) and catching up later. Most of the time when this is noticeable it is because a guard suddenly grabs one of us from 10 feet away. I figure when one of us is like "why did I get grabbed" it happened on the other person's game and resynched.
But that video is a cool proof of concept! Excited to see more when you have it.
Can you tell me the ping you get to your friend?
What ping do you get to a test server near him? http://beta.speedtest.net
That'll give you a pretty good experience compared to default.
So what exactly does your tool do? Intercept packets and abstract a new sync system? Are you calling new code into the game itself? Or just reading memory on one machine and writing it on the other? I am fascinated by this.
Neither. It is simply alters configuration. The system supports it already.
Canadian here with a very good gaming PC. GTX 1060 should give me 60 fps. do you need anymore testing for this?