Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Just don't over do it too much since it sometimes can crash the replay and you have to restart the game, only happened a couple times for me, but still :P
The reason for that is because the replay is not a video, it's just a save of all action taken during the game that the engine can then read to rebuild every thing that happened. To allow rewind there, the game need to save additionnal information during a match which put additional on the computer performance.
Also pretty interesting. That explains why what I previously thought were recordings can sometimes have glitches or crash even.
That's a very good point. And if you compare the server replay with the client replay, you can see clearly the desync with rubberbanding on the client and a smooth flight on the server.