Why Is Zoom Server Based?
#1
Posted 19 December 2014 - 03:57 PM
I noticed that when you're in training grounds, there is no delay when zooming, its as if its client based then. I'm thinking training grounds sets up a local server hence giving the reason for the 0 delay for zooming but still.
#2
Posted 19 December 2014 - 04:01 PM
So frame-rate, but not ping, dependent.
#3
Posted 19 December 2014 - 04:07 PM
F4T 4L, on 19 December 2014 - 04:01 PM, said:
So frame-rate, but not ping, dependent.
Then why is there no latency in training grounds, but latency in online matches?
I can assure you my fps stays above 60fps. It's definitely not a frame rate issue, it is most definitely a latency issue
proof: my ISP is TWC and sometimes it spikes to 500ms because it thinks MWO is cancer. And what do you know, that latency is reflecting in zooming.
I have some experience in network replication, so I think I have the general idea of what's going on:
Currently: client zoom button clicked -> zoom packet request sent to server -> server processes -> server tells client ok -> client zooms
rather than, preferably, :
client zoom button clicked -> client zooms -> client tells server it zoomed in -> server replicates
#4
Posted 19 December 2014 - 04:16 PM
Inathero, on 19 December 2014 - 04:07 PM, said:
Then why is there no latency in training grounds, but latency in online matches?
I can assure you my fps stays above 60fps. It's definitely not a frame rate issue, it is most definitely a latency issue
proof: my ISP is TWC and sometimes it spikes to 500ms because it thinks MWO is cancer. And what do you know, that latency is reflecting in zooming.
I have some experience in network replication, so I think I have the general idea of what's going on:
Currently: client zoom button clicked -> zoom packet request sent to server -> server processes -> server tells client ok -> client zooms
rather than, preferably, :
client zoom button clicked -> client zooms -> client tells server it zoomed in -> server replicates
Seems incredibly unlikely that anyone would implement zoom that way.. I have some experience of such things myself.
But maybe I'm mistaken. My bad.
Edit: latency would only show on dynamic, moving objects, right? Maybe that answers your question?
Edited by F4T 4L, 19 December 2014 - 04:24 PM.
#5
Posted 19 December 2014 - 04:22 PM
#6
Posted 19 December 2014 - 04:23 PM
#7
Posted 19 December 2014 - 04:34 PM
F4T 4L, on 19 December 2014 - 04:16 PM, said:
But maybe I'm mistaken. My bad.
Edit: latency would only show on dynamic, moving objects, right? Maybe that answers your question?
It does seem bad doesn't it? but that's the truth
latency is the delay in communication between your client and the server. It affects anything that relies on server
for example: looking left and right, changing weapon groups, firing is all client based. but the zooming, pressing R to lock target, the actual damage from attacks, are all server based.
Edited by Inathero, 19 December 2014 - 04:34 PM.
#8
Posted 19 December 2014 - 05:08 PM
Inathero, on 19 December 2014 - 04:34 PM, said:
It does seem bad doesn't it? but that's the truth
latency is the delay in communication between your client and the server. It affects anything that relies on server
for example: looking left and right, changing weapon groups, firing is all client based. but the zooming, pressing R to lock target, the actual damage from attacks, are all server based.
Again, just seems really unlikely, to me. More likely it's some latency corrected view, computed client-side, or just a view of previous frames state.
I've not paid that much attention to it, as I said, so maybe you're right.. but that would be a hideously contrived way to do it.
#9
Posted 19 December 2014 - 05:09 PM
No clue.
#10
Posted 19 December 2014 - 05:11 PM
There is no real reason for it other than poor design, i believe.
#11
Posted 19 December 2014 - 05:14 PM
Burktross, on 19 December 2014 - 05:09 PM, said:
No clue.
That's honestly what i'm thinking, but even if you have 100x range, your weapons can't reach that far / will be delayed reaching that far due to travel lol.
I find it a bit annoying. Having 0 delay, as it is on training grounds for instance, would improve gameplay experience a tiny bit imo
#12
Posted 19 December 2014 - 05:30 PM
#13
Posted 19 December 2014 - 05:31 PM
#14
Posted 19 December 2014 - 05:35 PM
#18
Posted 19 December 2014 - 05:46 PM
In training grounds I cannot replicate this issue, but in a game, I will zoom in, only forward, and my zoom will zoom in then back out.....then zoom in then back out....so I zoom just 1 click, cool...2nd clikc? in back out....I have gotten drilled so much cuz of that, missed so many shots cuz ofthat....
If this game ran better.....it would be so much less irritating to play....as it is, I pretty much only force myself to play like 1 game a week...cuz its about all I can really stand. Mechs are cool, but the performance and gameplay is eh...better but still eh...
#19
Posted 19 December 2014 - 06:09 PM
LordKnightFandragon, on 19 December 2014 - 05:46 PM, said:
In training grounds I cannot replicate this issue, but in a game, I will zoom in, only forward, and my zoom will zoom in then back out.....then zoom in then back out....so I zoom just 1 click, cool...2nd clikc? in back out....I have gotten drilled so much cuz of that, missed so many shots cuz ofthat....
If this game ran better.....it would be so much less irritating to play....as it is, I pretty much only force myself to play like 1 game a week...cuz its about all I can really stand. Mechs are cool, but the performance and gameplay is eh...better but still eh...
its for sure an issue server side. I have the same thing. If you scroll slowly, it will work. if you try to double zoom, it breaks.
its a bastage.
#20
Posted 19 December 2014 - 07:05 PM
Burktross, on 19 December 2014 - 05:09 PM, said:
No clue.
If that's the case would it really be that hard to restrict people from doing that without server authorization needed?
Asrrin, on 19 December 2014 - 04:22 PM, said:
Yeah, it can be really irritating trying to zoom in for a shot and then it lags up, especially when playing a sniper build.
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