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
"what is ping compensation"
currently, ping compensation is a tool which helps alleviate some issue related to latency. The way it works right now is that, when you hit the ball, in multiplayer, the render time rate of your ball slows down based on your ping compensation settings. 20 = 20% slower. This is only visible in your view, and not your opponents. The moment your opponent touches the ball, the render rate of the ball in your vision returns to 1:1. The idea can be seen in the following exaggerated example. Player A hits the ball to player B. Ping is 100ms. Player A sees the ball fly from their paddle, to the place their opponent would eventually hit from, over the course of 500ms. Due to latency, player A will only see player B hit the ball 600ms after player A's hit. The ball, in player A's view, will have gone past player B, and then teleported to the paddle of player B when player A got the signal from player B (that player B hit the ball). This disconnect between where the ball is, and where it then gets launched from bothers some people. If ping compensation in this case is set to 20, then the following would happen. Player A sees the ball's flight to the eventually B collision take 500*1.20 = 600ms. Player B sees the ball take the normal 500ms flight. When player B hits the ball, player A sees the ball reach the racket of player B, and bounce back. So everything would be lined up.
This is not a perfect solution. While it helps line up impact, it hurts the appearance of the ball.