Jump to content

State Rewind Explained


3 replies to this topic

#1 TheFlyingScotsman

    Member

  • PipPipPipPipPipPipPip
  • 639 posts
  • LocationCA

Posted 04 March 2013 - 05:58 PM

First, a quick one-over on how latency works. This is important to fully understand state rewind.

When you enter a command, such as clicking to fire your main weapon, your client first sends a packet to the server saying "User is firing weapons set to 1". At the same time, it displays the animation of the weapon firing for you. The server then receives that command, and sends another pack back to every other client that causes everyone who would see or hear the weapon do so.

Currently, the servers check where (if at all) the target will get hit based on the time it received the packet. This is slightly "delayed," causing discrepancy between what you see and what other players see/receive. (For 100 latency, about one tenth of a second, which is longer than you might imagine in game terms.)

When the new system is applied, the servers will check whether the shot hits against the timestamp of when you send the first packet. This makes the shot much more in line with what you physically see on your screen.

This may also make shots that hit look like they missed from the viewpoint of the defender.

Reply if you need anything clarified. I can be a little unclear sometimes.

Edited by TheFlyingScotsman, 04 March 2013 - 06:03 PM.


#2 OneEyed Jack

    Member

  • PipPipPipPipPipPipPipPipPip
  • 2,500 posts

Posted 04 March 2013 - 06:05 PM

View PostTheFlyingScotsman, on 04 March 2013 - 05:58 PM, said:


This may also make shots that look like they missed hit from the viewpoint of the defender.


This already happens. People probably miss it most of the time, but I've had clear cases of a shot barely missing as I dodge, only to have my armor suddenly flash and change colors with no visible or audible hit or cockpit shake. it's slightly different, because it's a case of the server telling me that my ping caused it not to get the move command until after it had registered a hit. A hit I hadn't seen yet because ping works both ways.

#3 Zero Neutral

    Member

  • PipPipPipPipPipPipPipPip
  • Elite Founder
  • Elite Founder
  • 1,107 posts
  • LocationEast Coast USA

Posted 04 March 2013 - 06:08 PM

http://mwomercs.com/forums/topic/102654-weapon-fire-state-rewind-phase-1/

Edited by Zero Neutral, 04 March 2013 - 06:08 PM.


#4 Krazy Kat

    Member

  • PipPipPipPipPipPipPip
  • 696 posts
  • LocationTexas

Posted 04 March 2013 - 06:21 PM

Well said. I hope this helps explains things.

Edited by Krazy Kat, 04 March 2013 - 06:22 PM.






1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users