Rising Storm 2: Vietnam

Rising Storm 2: Vietnam

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creature Feb 3, 2017 @ 2:58am
About bullet travel and latency
My closest server gives me about 130-150 ping which is fine, but I noticed that latency affects your bullets?

If you shoot at the ground with 300 ping for example then there is a delay of 300ms before your bullet actually hits the ground.

So far I haven't been able to kill a single person who is sprinting, but I haven't played for very long or enough to really test it.

I can't figure out if it's compensated for and is just a visual thing or if I actually have to lead the target more based on the latency?

I'm fairly certain it wasn't like this in Rising Storm 1 or RO2
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Showing 1-5 of 5 comments
Panos Feb 3, 2017 @ 3:18am 
i have always like 120-100 ping and like RO2 i shoot in the ground and the bullet seems to hit after some seconds
creature Feb 3, 2017 @ 3:28am 
Originally posted by Panos:
i have always like 120-100 ping and like RO2 i shoot in the ground and the bullet seems to hit after some seconds

I somehow never noticed it before. Does it actually affect your kills though?
Panos Feb 3, 2017 @ 4:15am 
I dont think so...But it's very annoying at least for me...For example,yesterday i was sniping in the hill map and afer i shot,the bullet was hitting the ground with some latency
It's 100% clientside which means you can lead the same regardless of ping. Higher ping just means whoever shoot dies half a second after you shoot them. So you don't need to lead extra with higher ping. You will actually see a blood splatter effect appear say 3 feet behind someone running across you. Becuase that blood splatter is where you hit them even though on their screen as as far as the server is concerned they ran a bit further. But what your client says goes.

Bullet impacts are however serverside. Meaning the visual impact is delayed. So the bullet actually hits the ground half a second before you see the bullet impact. Similar to the delayed deaths of people.


So yeah point of that is latency isn't the cuase of you missing people sprinting. You just can't aim. Really the only time it helps or hinders is with close quarters fighting or if two people shoot each other at the same time. Which we far as the server is concerned is impossible. So the server acts on whatever client info it recieves first. So lower ping wins there.


What's quite likely is you are probably leading too much. Since bullet impacts FX are delayed but the actual bullet itself isn't delayed then it's giving you wrong information. So try leading the target less. You might start hitting more things.
Last edited by =(e)= Lemonater47; Feb 3, 2017 @ 8:35am
creature Feb 3, 2017 @ 2:22pm 
Originally posted by =(e)= Lemonater47:
It's 100% clientside which means you can lead the same regardless of ping. Higher ping just means whoever shoot dies half a second after you shoot them. So you don't need to lead extra with higher ping. You will actually see a blood splatter effect appear say 3 feet behind someone running across you. Becuase that blood splatter is where you hit them even though on their screen as as far as the server is concerned they ran a bit further. But what your client says goes.

Bullet impacts are however serverside. Meaning the visual impact is delayed. So the bullet actually hits the ground half a second before you see the bullet impact. Similar to the delayed deaths of people.


So yeah point of that is latency isn't the cuase of you missing people sprinting. You just can't aim. Really the only time it helps or hinders is with close quarters fighting or if two people shoot each other at the same time. Which we far as the server is concerned is impossible. So the server acts on whatever client info it recieves first. So lower ping wins there.


What's quite likely is you are probably leading too much. Since bullet impacts FX are delayed but the actual bullet itself isn't delayed then it's giving you wrong information. So try leading the target less. You might start hitting more things.
Thank you for replying with this, it is of great comfort. Good to know that it's just a visual thing, it was confusing me. I was just leading far too much because of it, aiming based on the bullet impacts. But now I know how it works and no longer have to worry about that.
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Date Posted: Feb 3, 2017 @ 2:58am
Posts: 5