Could use an explanation as to how I died...

by HamoHitman
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Original Post

Re: Could use an explanation as to how I died...

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★ Pro

Well of course you're never perfectly in sync. When your opponent shoots you, he sends that info to the server, the server agrees and sends that you've been shot to you. So there's opponent to server delay + server processing time + server to you delay. By the time your client receives info that you've been shot, you may already be out of sight of your opponent and it may appear you've been shot through walls (but in reality not - your opponent could still see you when he shot). But in your case that delay is really really small, definitely <100ms.

 

Also, if you can be shoot behind corners, then that means that hitreg is actually setup correctly in this game: you always shoot what you see and you can be sure your bullets will hit, that is, the shooter is always right. And keep in mind, that doesn't mean that shooter gets any advantage if he lags a lot. You will die far behind a corner, but you have to keep in mind that the shooter also initially saw you later by the same amount of time. He starts shooting later, his bullets hit later, so technically, the non-lagger has a big advantage if he choose to fight and is on even ground if he runs.

Dying behind corners may be annoying, but shooting some1 and seeing your bullets go through and hit behind the "ghost" target would be a million times worse (because your target is "officially" not where you see it and you actually need to predict target's movement and shoot air to hit the target...).

 

But again, in your case, the corner vision disadvantage plays a much much bigger role than delay.

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Re: Could use an explanation as to how I died...

★★★★ Guide

Looked like a typical case of latency. Oversized hitboxes on Pathfinder may have been a contributing factor but probably not as much as you might think given all the buzz about that lately.

What you need to keep in mind is that the enemy also emerged and shot before your system could communicate it back to you. In the time it took to tell the enemy that you had moved, they had already shot you. So you're only ever seeing one half of the lag that took place, or the most favourable half until the server abruptly corrects it.

 

It's not perfect but the devs are forced to choose how to hide lag, rather than having the power to eradicate it.. Either you have to take hits that you don't think you should have taken (which seems to be the most accepted in shooters), or not have shots register when you're sure they were on target. There are messier ways to go about it too.

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