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Eversor Beercase
Beer For Evil Mercs
11
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Posted - 2013.09.07 11:00:00 -
[1] - Quote
https://forums.dust514.com/default.aspx?g=posts&t=108421
Posts #2 and #3 |
Yoma Carrim
Situation Normal all fraked up
27
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Posted - 2013.09.07 11:16:00 -
[2] - Quote
why do you think I turned it off. I end up fighting AA rather than letting it help me cause I want to track the model not the hit box and this gets me killed. |
Eversor Beercase
Beer For Evil Mercs
11
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Posted - 2013.09.07 11:21:00 -
[3] - Quote
Yoma Carrim wrote:why do you think I turned it off. I end up fighting AA rather than letting it help me cause I want to track the model not the hit box and this gets me killed.
Well the model is just a visual representation of the hitbox and hitting the hitbox is what matters i.e. shooting the model doesn't register hits if the hitbox isn't where the model is. |
Fizzer94
L.O.T.I.S.
116
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Posted - 2013.09.07 12:00:00 -
[4] - Quote
It makes sense that out tracks the hitbox. The server isn't keeping track of models and the aim assist is done server side. |
Eversor Beercase
Beer For Evil Mercs
12
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Posted - 2013.09.07 15:11:00 -
[5] - Quote
Fizzer94 wrote:It makes sense that out tracks the hitbox. The server isn't keeping track of models and the aim assist is done server side.
Yes and this is just another benefit of the aim assist; shooting where it matters compared to shooting where the player thinks it matters. Fixing the hit detection, as in matching the model to the hitbox (as well as it is possible in a network situation), is going to even out the gap between aim assist and non-assisted aim. |
Kal Kronos
Svartur Bjorn
16
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Posted - 2013.09.07 16:53:00 -
[6] - Quote
Eversor Beercase wrote:Fizzer94 wrote:It makes sense that out tracks the hitbox. The server isn't keeping track of models and the aim assist is done server side. Yes and this is just another benefit of the aim assist; shooting where it matters compared to shooting where the player thinks it matters. Fixing the hit detection, as in matching the model to the hitbox (as well as it is possible in a network situation), is going to even out the gap between aim assist and non-assisted aim.
Get all you're friends together that have ps3's and have LAN party of your favorite games. Internet based games will never be perfect in regards to hit detection, the best thing you can do is mentally take note of who you experience the most lag against in game and play extremely passively when you see that person. There's a reason real tourneys are LAN, as far as this game goes it seems as good as any other server based game I've played, and is much more consistent than Peer to Peer games like COD which I have the most experience with. |
Eversor Beercase
Beer For Evil Mercs
19
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Posted - 2013.09.07 17:31:00 -
[7] - Quote
Kal Kronos wrote: Get all you're friends together that have ps3's and have LAN party of your favorite games. Internet based games will never be perfect in regards to hit detection, the best thing you can do is mentally take note of who you experience the most lag against in game and play extremely passively when you see that person. There's a reason real tourneys are LAN, as far as this game goes it seems as good as any other server based game I've played, and is much more consistent than Peer to Peer games like COD which I have the most experience with.
It has more to do with the game's netcode and lag compensation than network latency itself. That's why LAN tournaments have different server-side settings than in an online environment, since lag compensation in some cases would actually produce unnecessary latency. For those interested in lag compensation, here's a solid introduction: http://en.wikipedia.org/wiki/Lag_%28online_gaming%29#Solutions_and_lag_compensation
Dust 514's netcode seems far from optimal to me (it's acceptable to some degree), but then again, I don't know if there's some architectural barriers hindering the optimization. |
Lurchasaurus
SVER True Blood Public Disorder.
1789
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Posted - 2013.09.07 17:34:00 -
[8] - Quote
Eversor Beercase wrote:Kal Kronos wrote: Get all you're friends together that have ps3's and have LAN party of your favorite games. Internet based games will never be perfect in regards to hit detection, the best thing you can do is mentally take note of who you experience the most lag against in game and play extremely passively when you see that person. There's a reason real tourneys are LAN, as far as this game goes it seems as good as any other server based game I've played, and is much more consistent than Peer to Peer games like COD which I have the most experience with. It has more to do with the game's netcode and lag compensation than network latency itself. That's why LAN tournaments have different server-side settings than in an online environment, since lag compensation in some cases would actually produce unnecessary latency. For those interested in lag compensation, here's a solid introduction: http://en.wikipedia.org/wiki/Lag_%28online_gaming%29#Solutions_and_lag_compensationDust 514's netcode seems far from optimal to me (it's acceptable to some degree), but then again, I don't know if there's some architectural barriers hindering the optimization.
Remember, Tranquility was first and foremost EVE's server and that game operates with things such as time dilation for massive battles. Now we have EVE and Dust on the same server...
I have a large respect for Tranquility and the things it does. |
Eversor Beercase
Beer For Evil Mercs
19
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Posted - 2013.09.07 18:03:00 -
[9] - Quote
Lurchasaurus wrote: Remember, Tranquility was first and foremost EVE's server and that game operates with things such as time dilation for massive battles. Now we have EVE and Dust on the same server...
I have a large respect for Tranquility and the things it does.
Yes that is true, but they're both running on different game engines. The question is, how comparable their netcode and lag compensation are, since they're connected in some ways. Unless there are massive, massive battles going on in EVE, there should be no noticeable side effects when playing Dust on Tranquility. |
Fizzer94
L.O.T.I.S.
128
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Posted - 2013.09.07 19:33:00 -
[10] - Quote
Eversor Beercase wrote:Fizzer94 wrote:It makes sense that out tracks the hitbox. The server isn't keeping track of models and the aim assist is done server side. Yes and this is just another benefit of the aim assist; shooting where it matters compared to shooting where the player thinks it matters. Fixing the hit detection, as in matching the model to the hitbox (as well as it is possible in a network situation), is going to even out the gap between aim assist and non-assisted aim. If you want to downgrade to 12v12 or something I'm sure we can pull this off. Models are rendered client side, rendering them server side would put an unneeded pressure on the server. The best we can do is get the hotboxes to resemble the models as well as possible. |
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