|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Garrett Blacknova
Codex Troopers
2282
|
Posted - 2013.03.31 18:09:00 -
[1] - Quote
Schalac 17 wrote:I am of the camp that lag switches are working in DUST and I am starting to notice a lot more of the people going 28-0, 35-0 and so on have very strange behavior when you are up close and on a kill. The idea behind a lag switch is to desync and resync with the server in a non fluid motion. Basically allowing small scale teleportation. This works in all FPS games that have ever been made, dedicated servers and peer-to-peer games still have one system acting as a server so to flat out say that it doesn't work in DUST is both wrong and ignorant of what the basic principle of a lag switch actually is and does. Lag switches work when the game uses client-side hit detection, and/or when you're the host of a player-hosted match, and some forms of lag compensation combined with client-side hit detection can give a lag-switching player a significant advantage.
DUST uses dedicated servers and has server-side hit detection and positional tracking, which means that a lag-switcher will find themselves teleporting back and forth while trying to move, and won't be seeing their targets in anything like the position they need to aim for their shots to hit.
This means that, while a lag-switcher in DUST might make themselves a slightly more difficult target, they make it impossible for themselves to have any real situational awareness, and give THEMSELVES a worse handicap to aim than they do to the other players.
Claiming that lag-switching is at all relevant in DUST is both wrong and ignorant of what the basic principles of lag switches and server-client relations are and what they do.
EDIT: Also, name one FPS game that uses a true peer-to-peer networking model. Just one. I've asked people this before, and am yet to hear a single correct answer. It's an interesting idea, but it doesn't actually work in the context of realtime gaming. |
Garrett Blacknova
Codex Troopers
2302
|
Posted - 2013.04.01 02:29:00 -
[2] - Quote
Schalac 17 wrote:You seem to be another one of the people that have never used a lag switch and have no idea how they work. When a person has a proper lag switch their down stream is never effected. They are receiving all of the information that the server is sending to them. What the lag switch does is delay their response to the server so that they can move and shoot and then when the switch stops the delay it sends all of the information to the server at once. This is why you will see them teleport, or it will seem like they one hit killed you. Because all of the information that they sent in the last second or two is updated at the same time. To say that DUST is immune to this is foolish in my opinion.
As too the peer-to-peer model, it really doesn't matter for FPS as much as not many FPSs are actually all P2P. Most if not all of todays FPS are server-client, some have some elements of P2P, COD/Halo. Out of the 16 or so players in the match though one of them will be the server, which the game will select from connected clients based on pre-match tests for the best possible candidate. It is also a fluid relationship in games like COD as the server can and will be changed if latency becomes a problem or if a better candidate is found during the course of the round. So you didn't read that part where I emphasised how DUST doesn't let that work, because your MOVEMENT is also handled server-side.
It doesn't feed you the correct information based on where your client wants to claim to be, it places you where the SERVER sees you.
A lag-switcher's tracking will be jumpy because a lot of data isn't being sent, because the server doesn't think they're in a position to need it. Also, they'll keep getting told by the server, "you're here" because the client hasn't told the server otherwise, and the movement that was "done" to that point is rewound. When they come out of the freeze, and send a stack of data saying "I did this, and this and this and this and this" the server sends back "Nope. Well, you can have that last one..." and basically tosses out most of the claims the client makes.
Nice try at showing me up though. |
|
|
|