Bad Karma 308, on 09 December 2012 - 01:47 AM, said:
I hate to drag in a different developers article into here but one of Valve's developers,
Yahn W. Bernier, did a really good write up on the problems for coding hit-boxes, hit-detection, server authentication and also how lag and ping affect your game.
Everyone keeps blaming the "net code" but until you look at how all of these factor play (or don't play ) together you just can't get your mind around how complicated fixing "Net Code" really is.
The Lag Compensation portion is pretty straight forward and more easily understood and will get you 60% of what you're asking:
https://developer.va...ag_compensation
If you are up for the whole experience then I suggest starting at the beginning of the article:
https://developer.va...nd_Optimization
My profession is running & developing distributed simulation systems, servers & mainframes, from geographically separated locations all over the globe. Let me tell you, we have to hire not only code writers but also mathematicians and physicist to work on some of these exact same issues. So it is not uncommon to see multimillion of dollars going out the door each month just on payroll.
Game development is no small task, and I give any game development company my hats off for some of the innovations you see them come up with. Because just when you think you've solved one issue, your fix can cascade break to other areas that may not seem even to be remotely connected. Sometimes one good fix can cause 100 or more breaks elsewhere, which of course adds to the already demanding workload.
Agreed,
but let's face it... MWO interpolation mechanism which is responsible for helping the player see a more accurate view of the game (instead of one which is always 50-250ms late behind the actual reality) is for all intent and purpose pretty screwed...
while it is true that the mechanism involved with interpolation and lag compensation is not exactly simple...
they are MANDATORY requirement for any sort of online games that demands rapid reaction and precision like FPS games...
if the mechanism doesn't work properly, like what MWO case is which is a VERY BAD CASE of it...
then the game is screwed...
This is doubly so with F2P games with limited server distributions because they draw in players from all over the world and have to be able to cope with more latency than the more localized ones (like say Battlefield where there are servers around the world).
We ALL KNOW something is TERRIBLY wrong with the interpolation and lag compensation in MWO right now (but at least it is not as bad as the 25th Oct patch where it went ABSOLUTELY BONKER AND CRAZY), and for the most part we're never seeing an accurate view of the world especially when involving very fast mech naturally, with laser often needing to lead ahead of the target by a good few meters or more.
The dev have already said that they are putting numero uno priority for it, but we have no idea when we can see the fruit of their labor...
Either way however, since most games have a MUCH BETTER lag compensation and interpolation mechanism, then we can probably EXPECT that they should be able to do so as well...
because it's either that... or the game will never succeed in actual release.