Jump to content

Netcode & Lag Compensation


7 replies to this topic

#1 xenoglyph

    Member

  • PipPipPipPipPipPipPipPip
  • 1,480 posts
  • LocationSan Diego

Posted 14 December 2012 - 11:40 PM

A while back in one of the netcode threads I came up with the idea for the server to rewind time for doing hit detection. I was pretty proud of my idea, but apparently it was thought of long ago by somebody else.

https://developer.va...ag_compensation

Why doesn't MWO implement lag compensation? The drawbacks are only obvious in fast action games, MWO's relatively slow pace makes it an ideal candidate for lag compensation IMO. Hell, people could even be given the option of disabling it if they prefer leading their shots.

Are there any plans for this? Is this the true objective of the netcode revamp? Should it be?

#2 yashmack

    Member

  • PipPipPipPipPipPipPip
  • Knight Errant
  • 802 posts

Posted 14 December 2012 - 11:41 PM

they are currently working on rewriting all netcode
so it will be fixed, have patience and watch the command chair

#3 xenoglyph

    Member

  • PipPipPipPipPipPipPipPip
  • 1,480 posts
  • LocationSan Diego

Posted 14 December 2012 - 11:43 PM

I know it's being worked on, as noted in my post. You didn't answer my question.

#4 Inconspicuous

    Member

  • PipPipPipPipPipPip
  • 456 posts

Posted 14 December 2012 - 11:45 PM

You call it slow pace but there are zig-zagging mechs going 139KPH, at that speed the interpolation can get a bit off...

#5 yashmack

    Member

  • PipPipPipPipPipPipPip
  • Knight Errant
  • 802 posts

Posted 14 December 2012 - 11:45 PM

im pretty sure lag compensation is something that would be part of rebuilding netcode...
cant say for sure though as im not a programmer...

Edited by yashmack, 14 December 2012 - 11:45 PM.


#6 xenoglyph

    Member

  • PipPipPipPipPipPipPipPip
  • 1,480 posts
  • LocationSan Diego

Posted 14 December 2012 - 11:47 PM

View PostInconspicuous, on 14 December 2012 - 11:45 PM, said:

You call it slow pace but there are zig-zagging mechs going 139KPH, at that speed the interpolation can get a bit off...


Interpolation and lag compensation are two very different concepts.

#7 Inconspicuous

    Member

  • PipPipPipPipPipPip
  • 456 posts

Posted 14 December 2012 - 11:48 PM

View Postxenoglyph, on 14 December 2012 - 11:47 PM, said:

Interpolation and lag compensation are two very different concepts.


And in order to do one you have to use the other...

#8 xenoglyph

    Member

  • PipPipPipPipPipPipPipPip
  • 1,480 posts
  • LocationSan Diego

Posted 14 December 2012 - 11:50 PM

View PostInconspicuous, on 14 December 2012 - 11:48 PM, said:

And in order to do one you have to use the other...


That's not true at all. Valve does, but it's not required.

Really, the rare time that you make it behind cover, yet still get hit, would be worlds better than what we have now. The main thing that matters is not that it happens, but whether or not it's obvious to the end user when it happens. That should be very rare.

That's another topic though. Interpolation and prediction have their own pros and cons, I'm only talking about lag compensation and the merits of such a system.

Edited by xenoglyph, 14 December 2012 - 11:55 PM.






7 user(s) are reading this topic

0 members, 7 guests, 0 anonymous users