Navid A1, on 25 June 2015 - 08:56 PM, said:
You know... i'm both excited and concerned about this.
Excited: because better hitreg.
Concerned: If something so painfully primitive and obvious such as this only gets noticed well more than a year after the creation of HSR... then it only brings up more suspicions on other aspects of the game... things that do not work properly not because there is a reason, but because it has not been figured out yet.
I would LOVE to see the face of wannabe l337s in their firestarters throwing l2p comments around denying every video or personal experiences (some of them in particular in fact)
To address this concern, voiced also by several others in this thread:
Animation rewinding was always something we were aware of, and intentionally chose not to support in the initial implementation of the HSR algorithm. The reason for this is, that at the time, the HSR algorithm's complexity made animation rewinding prohibitively expensive. In certain degenerative cases, server performance would be impacted to the point that the game would be unplayable. This negative effect outweighed the potential positive effects that animation rewinding would introduce. We felt that delivering the HSR algorithm as you know it now (without animation rewinding) was still a great improvement to the game, even though it wasn't as complete as we would have liked.
In the coming round of changes, several key optimizations were made to the way the HSR algorithm works that now make animation rewinding viable. Which is why these changes are coming now.
With that said, as you have seen, Russ mentioned that several other bugs were fixed along the way. These also contributed to problems with the HSR algorithm. So, to be clear, animation rewinding isn't the only reason for "hit reg" problems. We are hopeful that the changes, as a whole (including the bug fixes) should be a noticeable improvement for users of any ping.
zagibu, on 26 June 2015 - 07:05 AM, said:
Let's say you have 200ms ping. If you fire at a target, you basically fire at a position that is 200ms old. Then it takes another 200ms for your fire command to reach the server. Without anything to help address this delay, you would miss a lot, because you would fire at a position your target was at 400ms ago. With host state rewind, the server basically rewind's everything 400ms into the past, so that it hopefully has roughly the same situation that you saw on your client.
This is the right idea. However, ping is a round trip time (i.e. the time it takes a message to get from your client to the server and then back to your client). That means if you have 200ms ping, it actually takes 100ms for a message to go in one direction. Therefore, what you see is actually 100ms old. Then, it takes another 100 ms for your fire command to reach the server. So by the time the server is processing your fire request, it is 200 ms ahead of what the client decided to shoot at. The server compensates for exactly this time difference.