February 2019 - last edited February 2019
APEX is currently massively rewarding players with high ping by 100% trusting their client side hit registration, even if they are massively lagged by 300ms or more.
Please stop trusting client-side-hit-registration against ghosts that are older than some threshold (aka 200ms). Over this threshold, the server should perform it's own server-side hit calculation.. so if lagged players are shooting a stationary target, or they lead their shots to compensate for their lag, they can still hit things. This will make the game harder to play for high ping players, instead of easier, which is how it should be!
For details, watch this amazing analysis here...
https://www.youtube.com/watch?time_continue=3&v=9PfFPW9a90w
February 2019
The Overwatch team has done some amazing GDC talks about their networking solutions.
Same goes for the Halo teams.
You guys should check them out in the GDC vault and on YouTube and maybe you can learn how not to do networking.
Btw didn't you guys make 2 titanfall games?
Do they work the same as this?
February 2019
Did you honestly just pretend OW has anything to brag about with OW? Game's netcode is lazy as hell and rewards people with potato internet.
And now we know Apex does to.
Why are companies so afraid to leave people with crap internet in the dust?
February 2019
I have been playing Overwatch since it came out, and In almost 3 years I had no problem with their netcode.
It is really well made from the client side.
It does not reward people with potato internet. It is the complete opposite.
Playing Tracer for example on 30 ms vs 90 is day and night for that Tracer
February 2019 - last edited February 2019
There is a video from overwatch devs talking about this exact issue in very simple language. Some of what they are talking about is changes they hadn't yet shipped, but this video is from April 2016, so I presume these things made it into the game.
They specifically discuss a 250ms limit to client-side hit-prediction in the past, and a lag-compensation technique they call "extrapolation", where the shooter's client will dead-reckon "lead" their shots in the direction the client is moving to compensate for the shooter's lag, so lagged clients don't have to "lead" shots, but they are not allowed to hit clients in positions older than 250ms in the past. Because the client is automatically "leading" those shots, if the person is running for cover, the cover can properly block the shot when the person is (on the server) behind cover, even though the shooter is shooting at and hitting a 400ms old target not behind cover.
They also talk about denying client-side hit registrations when the server knows the target has activated a special ability that mitigates damage. For example, in overwatch netcode, if the server knows wraith activated her tactical, and a lagged client tries to register hits on an old ghost from before the tactical, the server would "deny" those hits because it knows wraith is already invulnerable.
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Here is a direct link to the part where they talk about the 250ms limit to trusting client side hit-registration..
https://youtu.be/vTH2ZPgYujQ?t=762
Here is a rough transcript:
Another technique we are going to use comes from one of our pro-gamers, Pyro, is using extrapolation.
So, if you play with someone who has a very very high ping, they could be shooting you way in the past, and that feels really really crummy, if you think you've run behind a wall, but they're shooting you from sri-lanka and you get wrecked.
So, we're going to put in a cap to how much we're going to rewind you [to register the shooter hit]. We had a cap before, but it was kind of soft, and it was ridiculously long. We're going to be a little more aggressive with that, and we'll tune it based on your feedback, based on the consequences of that cap.
So what the cap is gonna do, is basically say there is a limit to how far a shooter can rewind a target in the past [to honor a client side hit-registration]. But we still want to honor this value of favoring the shooter, we don't want you to have to lead the target, so your client will try to do the leading for you, using a technique we call extrapolation, where you're client will understand - 'ohh, there's a delay is higher than this max-rewind time', which will be at 250ms in an upcoming patch, and [the client] will extrapolate the difference, so that most likely, when you shoot at that target, you will register the hit, so long as the target dead-reckoned in that same direction. it is extrapolation, it is a guess, it's almost like prediction, it can be wrong, There are cases where you will mis-predict that shot, For high-rate weapons, we'll show the mis-prediction [on the client], for low rate high damage weapons, we will delay showing the impact [on the client] until it is actually registered on the server.
One of the reasons for this again is just to mitigate the feeling of being shot around corners. The longer that we're doing rewinds [trusting client hit predictions in the past], the worse it feels as the player who is getting shot by that non-exapolating condition. So as soon as we start putting in the extrapolation, it'll tighten up the window in which people are getting shot around corners, and hopefully leading to you guys feeling like the game is alot more fair.
February 2019
OMG This so much!
I have gigabit fiber, but I have to hook up a router to my gaming machine to MAKE MY PING WORSE so it's a halfway fair fight?!?
So broken. PUBG had this same problem for the longest time and once they finally fixed it, everyone rejoiced. But by then it was too late and people gave up.
August 2019
October 2019 - last edited October 2019
DON"T TALK * HI PING PLAYER HAVE A TERRIBLE TIME EVEN WITH 100MB FIBER LINES ..i HAVE ZERO and i Mean 0 Packet Lose but 200 ping Half a second delay ..what your talking about if the is a packet lose 10% is enough to lag that's what yr getting even your own line
October 2019
IT not Hi ping it's packet lose that's the problem
October 2019 - last edited October 2019
@Kuro466
https://youtu.be/9PfFPW9a90w?t=468
This part of the video is actually on the verge of being a scandal, for a "competitive" pvp shooter 2019. It takes me back to CS 1.6 back in the year 2000.
I guess it might be unfair to compare it to CS or Overwatch, since it must be less demanding for a 5v5 game. But PuBG seem to manage it better with 66% more players in a match. What respawn AT LEAST should do for all of us is to have some kind of prioritization during the matchmaking where they sort high ping players together.