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  1. #1
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    Quote Originally Posted by Randelmire View Post
    I'll say the same thing.

    THe biggest problem is the client/server software.

    Actually, I even know some games are programmed to anticipate lag.
    Games can't anticipate lag. There are client-side compensation tools in some games but these are highly imperfect. Especially in shooters that utilize this, it results in tons of double-kills where both players kill the other person because the ping compensation allows both players to register hits on the other before either one's death is actually recorded. I've yet to meet a ping compensator I liked. It's better to just not have the lag in the first place instead of trying to compensate for it.

    You're right that the server response is a major issue, but when you put together improved server response with better ping, the improvement is massive.
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  2. #2
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    Randelmire's Avatar
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    Mar 2011
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    Gridania
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    Character
    Macaroni Love
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    Siren
    Main Class
    Gladiator Lv 80
    Quote Originally Posted by Alhanelem View Post
    Games can't anticipate lag. There are client-side compensation tools in some games but these are highly imperfect. Especially in shooters that utilize this, it results in tons of double-kills where both players kill the other person because the ping compensation allows both players to register hits on the other before either one's death is actually recorded. I've yet to meet a ping compensator I liked. It's better to just not have the lag in the first place instead of trying to compensate for it.

    You're right that the server response is a major issue, but when you put together improved server response with better ping, the improvement is massive.
    I wasn't using the right words, but that's pretty much what I was trying to describe...
    (0)

  3. #3
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    Quote Originally Posted by Randelmire View Post
    I wasn't using the right words, but that's pretty much what I was trying to describe...
    Well you should understand then why that's a bad idea for MMOs. In a peer-to-peer console game, the demand for precision might not be high, but in an MMO the potential impact of an error from ping compensation is much greater.

    I have been hit by cracks that i have been off of for more than a full second, moving the servers isnt going to fix issues such as this.
    The issue is both a combination of server processing, too much need of the server to approve client actions, and ping. All of these things can be reduced. And reducing all of them will help. You can argue that ping is the smaller of these factors, but there's no reason that any factor that can be reduced shouldn't be.

    Beyond that, if you aren't bothered by the higher ping, you're more than welcome to play on a server outside your region- Especially for europe servers, where you probably wont' have a problem communicating with most people.
    (0)