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  1. #1
    Player
    Bishop81's Avatar
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    Nov 2014
    Posts
    806
    Character
    Eldon Pierce
    World
    Behemoth
    Main Class
    Summoner Lv 60
    Quote Originally Posted by Sove92 View Post
    What input lag are you speaking of? The game makes use of movement prediction (now wish it also had a lag compensation, attacking moving targets as a melee is a pain in the ass) already, you would still see your character move and stop in real time, even with the propability checks added.
    Lag as in a slight delay between me pushing the forward button and my character actually moving.

    GW1 didn't work for me for this reason. PSO2 made me sick.

    The reason is because the client confirms with the server before moving the my character on screen, hence the lag.

    PS: Vice City (yes, the PS2 game) also had this problem even though it's an offline game. The game took too long to process from button press to on screen action - they probably pipelined a ton of stuff hence the lag.
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  2. #2
    Player
    Sove92's Avatar
    Join Date
    Aug 2013
    Posts
    1,242
    Character
    Soveia Shadowsong
    World
    Odin
    Main Class
    Gunbreaker Lv 100
    Quote Originally Posted by Bishop81 View Post
    The reason is because the client confirms with the server before moving the my character on screen, hence the lag.
    Movement prediction exists to eliminate this issue, which this game already uses. You will always see your character in real time, the client simply predicts where your character will end up with your movement, only if you have massive lag or the system is poorly implemented will you ever see your character rubberband or move with a delay.
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  3. #3
    Player
    Bishop81's Avatar
    Join Date
    Nov 2014
    Posts
    806
    Character
    Eldon Pierce
    World
    Behemoth
    Main Class
    Summoner Lv 60
    Quote Originally Posted by Sove92 View Post
    Movement prediction exists to eliminate this issue, which this game already uses. You will always see your character in real time, the client simply predicts where your character will end up with your movement, only if you have massive lag or the system is poorly implemented will you ever see your character rubberband or move with a delay.
    The prediction is used for other players on your screen. There is no reason to predict your movements since the information required to determine that is already at your client - from your keyboard.

    If you have massive lag, you will notice that you can still run around (of course the server isn't getting the information), when the lag cease and the server catches up, it just takes the client's word as to where you are. Others will see you rubberband but your own rubberbanding isn't visible from your side - you will see others rubberband though.
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  4. #4
    Player
    Sove92's Avatar
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    Aug 2013
    Posts
    1,242
    Character
    Soveia Shadowsong
    World
    Odin
    Main Class
    Gunbreaker Lv 100
    Quote Originally Posted by Bishop81 View Post
    The prediction is used for other players on your screen. There is no reason to predict your movements since the information required to determine that is already at your client - from your keyboard.

    If you have massive lag, you will notice that you can still run around (of course the server isn't getting the information), when the lag cease and the server catches up, it just takes the client's word as to where you are. Others will see you rubberband but your own rubberbanding isn't visible from your side - you will see others rubberband though.
    And the server blindly trusting the client with no checks made at all is what allows poshacking. SE doesn't even need to make it strict, they only need to have a simple plausisiblity check there. Your client sends the position updates to server, you are already seeing yourself move, server checks if this movement makes sense, if yes, nothing extraordinary happens, if the answer is no (will only happen if you are lagging hard or poshacking), your position is changed by the server. The client never needs to wait for a server response to start moving your character.

    "The prediction is used for other players on your screen.": For mobs too and SE is doing a bad job with it, try hitting a moving enemy with melee and you see what I mean.
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    Last edited by Sove92; 03-04-2015 at 10:20 PM.

  5. #5
    Player
    Bishop81's Avatar
    Join Date
    Nov 2014
    Posts
    806
    Character
    Eldon Pierce
    World
    Behemoth
    Main Class
    Summoner Lv 60
    Quote Originally Posted by Sove92 View Post
    And the server blindly trusting the client with no checks made at all is what allows poshacking. SE doesn't even need to make it strict, they only need to have a simple plausisiblity check there. Your client sends the position updates to server, you are already seeing yourself move, server checks if this movement makes sense, if yes, nothing extraordinary happens, if the answer is no (will only happen if you are lagging hard or poshacking), your position is changed by the server. The client never needs to wait for a server response to start moving your character.

    "The prediction is used for other players on your screen.": For mobs too and SE is doing a bad job with it, try hitting a moving enemy with melee and you see what I mean.
    I know, that's why I said, trusting the client is out of pragmatism. The alternative is input lag and some players feeling ill.

    As for why they don't do plausibility checks, beats me. Maybe it's not as easy to determine what is and isn't "plausible" movement as we think. /shrug

    PS: WoW doesn't check either.
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