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翻訳の問題を報告
The game doesn't use lag compensation (which I'm guessing is what you're asking, like what Counterstrike does?) or client-side hit detection, this is for a number of reasons:
- We use physics to simulate the ship movement, which means client-side prediction cannot be performed as you'd see jumping/warping when you collide with other ships. This also means that it's very difficult to rewind back time on the server to perform the lag compensation that games like Counterstrike do.
- We use a great number of projectile-based weapons. Lag compensation generally only works for hitscan weapons. Some games like Team Fortress 2 separate things out so that projectiles aren't lag compensated but the rest of their weapons are; for us this would be wasteful as 90% of our weapons are probably projectile based.
- Client-side hit detection (slightly different to lag compensation) generally isn't a good idea as clients can very easily cheat.
- UE4 doesn't really lend itself well to using lag compensation (though it's probably not impossible to implement). It uses a similar network implementation to UE3, and the games it's based on generally don't use it (for example, Unreal Tournament).
Generally speaking with the turret traverse rates, speed of movement and the way our weapons work lag compensation isn't really necessary, the game simply isn't twitch enough. I've actually played a number of games on West Coast US servers from the UK and not noticed much difference in playability, and I'm pretty picky about my ping in TF2, Quake etc ;)
I hope this answers your question, feel free to ask more about this :)
Regards,
Stanith
I already considered that the game was probably too relaxed to need any serious lag-compensation or the hidious client-side hit detection stuff anyway, but seriously, for not having anything of those it runs really really well, even when sending packags across half the globe.