Terror Teddy, on 27 February 2013 - 12:49 PM, said:
But how will they use rewinding?
A sees B and shoots but due to PING B is actually not there but 2 meters in front.
Will they triangulate the info between SERVER+A+B and see what is correct server side and then send the result to the affected parties?
They explained this in deatail in a eariler command chair. but cant seem to find it now.. but ill try to explain best as i can.
How the state rewinding will essentially work. Is that the server will keep track of where everyone was at a certain point in time.
In the current system. If you where to shoot a target while also moving at the same time. Then once the shots got sent to the servers. You and the target mech would be in completely different spots. Thus completely missing a shot that would have otherwise hit on the client.
With state rewinding, when you shoot. The data of your shot gets transferred to sever. Then the server will calculate where you and the target where from the time you made the shot, based on what your ping is. And then from those positions, check whether or not the shot would have actually hit.
The lil draw back of this. is that while your shot will hit. The actual damage wont register until the data reaches the servers, and then gets sent back to you with a result.
Which can lead to some odd situations where you think you may have managed to duck into cover. But because you're still several milliseconds behind on server. A enemy shot wouldn't register on you until a short while after he made the shot.