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basicly if that guy is lagging and your not, he will seem immortal because his client has not registered a hit, block or anything since his client is falling behind you and everybody else, making him seem like he is maybe exploiting when really he's right infront of you but to him he's behind you, some archer "trolls" try to do it with INSANE high pings(we're talking 450-500, no idea how they are even ingame still) and getting ridiculoss headshots while not taking a hit and just getting headshot after headshot even tho could be in spawn or behind a huge castle wall.
It ain't about high ping or low ping. But the difference in ping between 2 players. Clientside hit detection as well. Counter strike is server side and I think quake was as well. Server side always gives the advantage to lower ping players. Clientside gives the advantage to whoever shoots (or swings) first.
Thing is this game just woukdn't work with server side hit detection lol. Everything would seem delayed. It works in counter strike as its hitscan rather than actual projectiles. Hitscan, no or minimal lag compensation and server side hit detection gives the illusion of bullet travel lol.
What when there are three or more players involved in a scraffle? Whose client decides whose simultaneous attacks win?
Read what I wrote again. I said the advantage is given to whoever shoots (or swings) first. This is a clientside game. Whoever physically does it first. As either way neither player will see that animation for a good 0.2-0.3 seconds.
At 100+ things really begin to get crappy/ At 130 just forget it if you have low ping. Meanwhile the high ping players are like, "I'm not lagging it looks fine to me, see all my kills, you just suck" and you are ghosting through them as they are morphing around
The game was designed around 24 player servers and it typically the best without taxing the servers or player's PCs. Almost every player beyond that will add 2-3 points of ping to your ping. 32-36 player servers really start to tax most players ping as well as begin to crush their FPS as well. When you go on the 60 player servers it is just tarded. I have an i7 and a GTX 980 and the lag and FPS just goes to pooop. This is why I have turned my player texture boost from 3.0 to 2.0 in the UDKEngine.ini as well as turned down the quality of animations in thin-game menu.
Nah, you're right. The data has to travel from you to the server, 40ms, then from the server to the other player 80ms, 40+80=120. There can also be some other factors so it's like 120-150ms between you and that person. Good thing that parries are server sided, otherwise they'd barely ever work, kek.
(+ whatever ms from server loop)
Yes, if attacks were serversided, they're client sided though.
CHIV is unique... (and i am somwhat speculating here, cause i'm not an engineer) there must be SO many calculations due to all the data contained in the "Real-Time" Strikes and Parry system as well as the damage zones of each players body/hitbox. Add to that the usual calculation of players position in the game world. Add to that that all other player (not just the one you are hitting) in an area adjacent to you are "live".
i tried to study some of "it", seems a bit complex and full of potential for optimization and/or OVER optimization. Add in ALL the variables: Players PC configuration; Network Processing Power/Graphics Power/Geometry Power (CPU), Connection being "clean" and un-throttled or improperly routed at the NOC's... SOoo, many things that "i think" CHIV is more susceptible to than many other dedicated FPSMMO games... My PC is WAY to old to handle the game properly and i contantly get rekt to the point where most ALL of what i "see" are players hitting me in the backswing or passing through my perfect parries parry <lol... STILL very fun challenge after all this time.
Anyway... enjoy:
(basic stuff)
https://developer.valvesoftware.com/wiki/Latency_Compensating_Methods_in_Client/Server_In-game_Protocol_Design_and_Optimization
(UDP vs. TCP)
http://gafferongames.com/networking-for-game-programmers/udp-vs-tcp/
(an interesting "admin" forum)
http://forums.tornbanner.com/showthread.php/2884-Config-options-for-CPU-performance-(HELLO-HIGH-SLOT-SERVERS)
(an interesting forum discussion "Bandwidth vs. Latency")
http://serverfault.com/questions/289267/will-a-higher-bandwidth-internet-connection-lower-ping-response-time
(Network performance)
https://en.wikipedia.org/wiki/Network_performance
(O--M--G!)
http://udn.epicgames.com/Three/NetworkingOverview.html
(Oh, yeah and... Scroll down to the post by, [TW]Ramm-Jaeger (Tripwire Interactive President)
http://forums.tripwireinteractive.com/showthread.php?t=48004