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most other games don't need subtick because they don't rely on server side hit registration, they trust the client on everything and then put server-sided checks to check if something was even possible, like running too fast, jumping too high, flying, shooting too fast, etc
also I don't know any other game which has subtick
gotta be honest i really don't believe this part...
it was never like that in any CS game and it wasn't like that in Valorant at least the last time I played
everything as far back as quakeworld and hl1 has that
(this is how you get shots that bleed/play sound but don't really hit)
the clientside-only ones obviously aren't real hits (the client isn't authoritative), the server DOES confirm the actual hits
I'm going to bed now, sorry, tomorrow I'm going to check if hl1 has that sort of client-side prediction because I've never had a hit like that there too (I'm talking about HLDM of course)
+rep for Half-Life by the way:D glad to oblige a fellow scientist
it seems like the client really aggressively stops doing things and drops during connection issues (also seems like it's different in casual vs comp/premiere - casual tolerates more network issues without the client dropping)
in any case, the server is probably the authority with everything you listed
peer to peer games are usually where you see client-authoritative stuff (and it just becomes pure cheating immediately)
also the magic bullet bug in cs2 probably counts as the client confirming hits in a certain sense ;]
also one more test to definitively prove that a game has client-sided hitreg — tell your target to stay still, then continuously scream "AAAAAAAAA" on Discord or some other voip, and as soon as your scream cuts off when you disable your connection your victim should start moving. shortly after you shoot them, re-enable your connection.
if the victim gets hit — the game has client-side hitreg, and if they don't get hit (don't get their health lowered) — the game has server-side hitreg because you never really shot the target from the server's perspective (even subtick wouldn't help in this situation:DDD)
good night!
What they did was they've allowed the game client to send information about player's camera angle at the moment of attacking or using an ability, and the server uses that instead of current camera angle. That's actually very good for their game because they chose to run their servers on 16 tickrate, while we are complaining about 64 and even Minecraft is on 20 tickrate.
Subtick in CS2 also sends when the input was performed (for server-side hit registration and lag compensation) and it works with all inputs, including movement. Not just mouse. If you noticed that counter-strafing and shooting at the same time has become easier in CS2 (I did notice), that is why.
But yes basically Overwatch has subtick and had it before CS2, kind of, but calling it "subtick but good" is plain wrong because it's like 10% of CS2's subtick functionality or so.
we need pure 128 tick servers instead !
128 and 128 = pure 128 tick
64 x 64 = 128 subtick server
32 x 32 = 64 subtick ..
We want pure 128 tick servers and not subtick servers !
or better yet 200 tick servers, so it can support 200 fps
The number means amount of ticks per second.
And the only difference between a tick and a subtick is that subtick is using the information when exactly the key has been pressed between ticks and nothing else.