When switching zoom levels / vision modes at high ping, there is a significant and annoying delay. At low ping, the delay is small but still noticeable.
The question I ask is - why do vision modes need to be server side? I can understand locks being server side, as the locked person get's pinged / spotted, but not having vision modes on the client side is frustrating and doesn't seem to make sense in the slightest.


Why Is Zoom / Vision Modes Server Side?
Started by Troutmonkey, Aug 09 2015 04:15 PM
7 replies to this topic
#1
Posted 09 August 2015 - 04:15 PM
#2
Posted 09 August 2015 - 04:23 PM
I can think of two reasons.
1) Spectator mode. Vision modes are replicated to spectators. Having the zoom mode being set server side means that the spectators are synced to the client behaviour.
2) If zoom was done client side, I could imagine a hack where the user could zoom to any degree they desired rather than the fixed values allowed for by the game. This may still be possible but having the zoom mode server side would make this more difficult.
1) Spectator mode. Vision modes are replicated to spectators. Having the zoom mode being set server side means that the spectators are synced to the client behaviour.
2) If zoom was done client side, I could imagine a hack where the user could zoom to any degree they desired rather than the fixed values allowed for by the game. This may still be possible but having the zoom mode server side would make this more difficult.
#3
Posted 09 August 2015 - 04:42 PM
Mawai, on 09 August 2015 - 04:23 PM, said:
I can think of two reasons.
1) Spectator mode. Vision modes are replicated to spectators. Having the zoom mode being set server side means that the spectators are synced to the client behaviour.
2) If zoom was done client side, I could imagine a hack where the user could zoom to any degree they desired rather than the fixed values allowed for by the game. This may still be possible but having the zoom mode server side would make this more difficult.
1) Spectator mode. Vision modes are replicated to spectators. Having the zoom mode being set server side means that the spectators are synced to the client behaviour.
2) If zoom was done client side, I could imagine a hack where the user could zoom to any degree they desired rather than the fixed values allowed for by the game. This may still be possible but having the zoom mode server side would make this more difficult.
exactly the second IMO
#4
Posted 10 August 2015 - 09:44 AM
Agreed
agreed
sry messed that post up lol
Mawai, on 09 August 2015 - 04:23 PM, said:
I can think of two reasons.
1) Spectator mode. Vision modes are replicated to spectators. Having the zoom mode being set server side means that the spectators are synced to the client behaviour.
2) If zoom was done client side, I could imagine a hack where the user could zoom to any degree they desired rather than the fixed values allowed for by the game. This may still be possible but having the zoom mode server side would make this more difficult.
1) Spectator mode. Vision modes are replicated to spectators. Having the zoom mode being set server side means that the spectators are synced to the client behaviour.
2) If zoom was done client side, I could imagine a hack where the user could zoom to any degree they desired rather than the fixed values allowed for by the game. This may still be possible but having the zoom mode server side would make this more difficult.
agreed
sry messed that post up lol
#5
Posted 10 August 2015 - 09:47 AM
yea, definitely for hack prevention.
#6
Posted 10 August 2015 - 09:47 AM
Anything client-side is prone to client-side hacks. Vision modes, and being able to institute your own in place of the game's, would be a pretty logical avenue of attack for hackists.
After all, what's a wallhack if it's not an alternate vision mode?
After all, what's a wallhack if it's not an alternate vision mode?
#7
Posted 10 August 2015 - 11:16 AM
Can replicate client side. Use a second monitor and do some searching for monitors and software that allow a zoom through vid card.
Now if it is that important that is a lot effort. If you play with your graphics/system settings you may get a quicker zoom
Now if it is that important that is a lot effort. If you play with your graphics/system settings you may get a quicker zoom
#8
Posted 10 August 2015 - 11:26 AM
I believe the predator-vision built into CryEngine is a client-side process, so running zoom server-side also prevents that from becoming a thing again as well.
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