

Host State Rewind
#1
Posted 05 March 2013 - 02:10 PM
I give thumbs up, even if it means dying more
#2
Posted 05 March 2013 - 02:25 PM
#3
Posted 05 March 2013 - 02:35 PM
Sable Dove, on 05 March 2013 - 02:25 PM, said:
They were hitscan before. The hit detection is not client side but server side, hence the need to lead. HSR provides a time stamp with the fire weapon command to the server. So when the command to fire and the position of the laser's vector gets to the server after the target has moved the server "rewinds" the target mech's position to that time and checks for a hit just like any hitscan weapon.
#4
Posted 05 March 2013 - 02:43 PM
Hobietime, on 05 March 2013 - 02:35 PM, said:
They were hitscan before. The hit detection is not client side but server side, hence the need to lead. HSR provides a time stamp with the fire weapon command to the server. So when the command to fire and the position of the laser's vector gets to the server after the target has moved the server "rewinds" the target mech's position to that time and checks for a hit just like any hitscan weapon.
Server-side hit-detection with instant-travel weapons is not hitscan. Not in the spirit of the definition, at least. Hitscan implies client-side, as that's the only way for it to eliminate latency issues. Essentially, HSR makes lasers indistinguishable from client-side hitscan weapons, so where is the evidence that HSR was actually implemented? The only weapons that are affected by HSR are weapons that now function like client-side hitscan. Not to mention that these weapons did not need HSR anywhere remotely close to how much ACs and SRMs need it. Why would you only implement a system with weapons that don't really need it, while ignoring those that desperately need it?
#5
Posted 05 March 2013 - 02:44 PM
Sable Dove, on 05 March 2013 - 02:25 PM, said:
Lol and how do you think hitscan works?
Sable Dove, on 05 March 2013 - 02:43 PM, said:
To test that the system works on something that is simpler than moving projectiles? I don't know...
Edited by POWR, 05 March 2013 - 02:46 PM.
#6
Posted 05 March 2013 - 02:44 PM
Yesterday I watched a high-ping raven run octagons around a teammate. There was no smooth movement, just warping from one point to the next, quite silly.
#7
Posted 05 March 2013 - 02:57 PM
Sable Dove, on 05 March 2013 - 02:43 PM, said:
As far as ballistics go, my GUESS is that ballistics add another layer of calculations to the server due to projectile travel times. So they decided to take a piecemeal approach by implementing the simplest weapons so they can monitor server resources before adding in the ballistics. And they might not even have the ballistics thing figured out yet. Such as what if your target was in mid-turn when you fired your SRMs? He might have legitimately dodged them if he continued in that arc, so a simple straight-line vector calculation on the server would be in error. It will require following the paths of the projectile and the target forward from the rewind state through several iterations to find the correct point of impact (or miss). Compromises will have to be made depending on server resources. Doesn't seem like any easy task to me.
#8
Posted 05 March 2013 - 03:05 PM
#10
Posted 05 March 2013 - 03:30 PM
#11
Posted 05 March 2013 - 03:32 PM
So HRS works only for certain weapons? Not a big step towards balancing I dare say. What about eliminating low ping by putting up more servers? EU? Asia? It's not like that PGI is not earning money with all those mechbays, heromechs, camos and cockpit glitter... you just shouldn't have opened the game worldwide while only US/Canada based players can actually play it without such troubles. It's a shooter, it lives and dies with low/high latency.
Still, most problems are created by the man steering the machine, which is me I suppose...I will have to train harder on lead and fast turn. This won't be a disadvantage when these problems will ever be solved, I guess.
#12
Posted 05 March 2013 - 03:47 PM

#13
Posted 05 March 2013 - 05:02 PM
Elizander, on 05 March 2013 - 03:47 PM, said:

PPCs are not affected by HSR. Only lasers, flamers, and MGs are currently affected. PGI decided not to implement the system for the weapons that seriously need it for some reason.
#14
Posted 05 March 2013 - 11:53 PM
Sable Dove, on 05 March 2013 - 05:02 PM, said:
In their defence though they are calling it phase 1 which would imply that more is to come. I can only imagine it is much easier doing HSR for weapons like lasers.
#15
Posted 06 March 2013 - 12:15 AM
#16
Posted 06 March 2013 - 12:26 AM
Edited by Herr Vorragend, 06 March 2013 - 12:27 AM.
#17
Posted 06 March 2013 - 03:54 AM
#18
Posted 06 March 2013 - 04:16 AM
The only trick will probably be having to adjust more for ballistics in the mean time, as now I will have to aim at the actual target I can see for lasers (instead of the invisible lagged one), but at the invisible lag shielded one for ballistics.(At least on a target running across the screen.....)
That is until they finish HSR for ballistics and ppcs etc at least.
#19
Posted 06 March 2013 - 04:28 AM
As for ballistics, I always had an easier time scoring hits with them. The PPC were a bit flakey. Perhaps it was concluded they did not need HSR. Or as posted above, this is only Phase 1, with more to come.
Edited by StalaggtIKE, 06 March 2013 - 04:29 AM.
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