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As far as I know, hits are all serverside.
Why are people always so sceptical even if you provide evidence... I don't have any network related issues. The recording you're seeing is from an in-game replay, so it's located/recorded directly on a server.
This is a common issue across all UE4 shooters, please don't try to justify badly written netcode. I play FPS' whole my life, from Quake in the '90s to Insurgency2 (source) I can feel micro-lags anytime.
Edit: Now I'm just waiting on Roman to appear and we have a full circle...
Quote above from https://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking -- different engine, similar issue.
So your question of how can this engine be competitive-ready? Play LAN. Otherwise this is the best you can get on the internet.
Have you not played PUBG? I just tried it again some days ago and desync is still horrible in CQB firefights.
Like I said, don't try to justify something that is horrendous. There's a difference between lag compensation and constant desync in UE4. It lags, it's unresponsive and has floaty aim (input lag)
Developers (not end-users) are the ones who should plead to Epic Games to fix their bloody engine.
But pubg has indeed some crazy ♥♥♥♥ going on.
I don't play insurgency anymore, waiting for a new patch and see how they improve things.
If i got this bs in my game, i would unistall it for sure. Thats why i gave up on cod also.
What i notice in this game that enemy team sometimes have players over 100/400 ping.
They should add a filter on how high the ping must be in some regions.
I can guarantee that on the shooter's screen, he shot your actual avatar, not the air. That's what the Source article is about. In order to make the experience as seamless and intuitive as possible, they choose to honor a bullet fired when the gun is pointed at an avatar on the local client (and verified on the server by backing up time). If they didn't do that, then you'd have a bunch of videos where bullets are fired directly at targets and not hitting. That is clearly worse.
Yeah, I got 14 day trial EFT, hah...I can't make a difference when I'm killed because my shots weren't registered or when armor stopped those. I uninstalled it after a couple of days. Unity netcode is bad AF.
NWI will not be able to fix it, it's heavily dependent on Epic games to improve this....which they will never do. These newer games are just a classic cash-grab...
@Hawthorne
I know that, that's exactly what I'm talking about. Make it more responsive and snappier. If source/quake engine could do it better in the '90s-00s why are we having this problem now in 2018/19?
Someone said that UE4 is the most advanced engine to date. Hah, maybe graphically for showcasing but in practice there are network issues, optimization issues, input lag issues. Graphics are the least important aspect of the first-person competitive shooter.
Whether the effect is more pronounced in a UE4 game vs. others I couldn't say.
Always has been serverside. If each client decided what shot landed where, everyone would be seeing a completely different game.
The point is that I'm not screaming because the game sucks or anything, I want it better and improved. I'd play Ins:Source if it wasn't basically dead.
BFV has his own engine, cod also i guess.
But is source the only good one then ?
Graphics i don't care about that, i rather have good gameplay then nice textures.
Well, BF4 had terrible rubberbanding issues in the beginning and they never managed to fix it completely. BUT THE DESTRUCTIBLE ENVIRONMENT duuuuudeeeee.... :) /s (that's what sells the games these days)
Basically Source which still has some Quake engine code in it IS THE BEST. But the graphical limitations and map size is what is making devs abandon it.
On the other hand look at the Titanfall2 !!! That's heavily modified Source engine.