ET:QW Antilag


(ouroboro) #1

Hey there, long time no see (nearly 5 months!). Really looking forward to ET:QW.

I’m wondering what the antilag situation will be. Searching revealed nothing definite, unless I missed it. This is of major importance to me. In my dreams the antilag will be as good as ETPro’s (i.e. the best in the world), but I’d be happy with anything decent. Will it be the same netcode as Q4? Because with all due respect to anyone involved with that, it blows. Ping is still a huge factor in Q4, and it should no longer be that way with everything we now know about antilag technology.

Thanks!


(Rhoades) #2

Well, the previews said they optimized the netcode and it uses “area of relevance”. If that helps any.


(B0rsuk) #3

I think the ‘area of relevance’ does’t actually increase network performance, but rather compensates for additional visual info ET:QW is supposed to deliver. Standard for FPS games is: visible model/skin + visible weapon carried. ET:QW has ambitions to also show secondary weapons carried, rockets, misc items like mines, and in case of strogg stroyent. So it needs a way of reducing additional traffic, such as ‘area of relevance’. That’s why I don’t expect ET:QW will be less bandwidth consuming than W:ET. I expect it to be not more bandwidth hungry than W:ET, thanks to the AOR system.


(richmanrush) #4

I’m not sure what it means, but they’ve said (somewhere) that “what you shoot is what you hit”… as long as it’s not anything like BF2’s netcode… shudders I’ll be happy.


(gerry) #5

Well the bf2 situation is intentional having to lead targets, nothing to do with the netcode. Quake 4 and doom 3 netcode was pretty bad this game needs to improve on it in a big way.


(XziteD) #6

Yes cause lagging games are no fun. But just wait until the game is released? You can`t to much right know.


(ouroboro) #7

Thanks.

I’d read about AOR in the Shacknews article and it sounds great, but that’s completely different from antilag.

What worries me is all the anti-antilag sentiment I found when googling. There is so much misunderstanding about antilag. Many people believe it let’s high pingers kill them around corners, etc. I hope SD doesn’t listen to those fools. I hope they can see past all that and release a game with kickass antilag out of the box. Pings up to 200-ish should no longer be an issue in gaming.

I’d rather say 300+ which would mean you could play on servers nearly anywhere in the world, but 300+ is a big problem even with the best antilag to date (ETPro), so I’ll play it safe and say 200, which is about the acceptable limit in ETPro from my experience.

I have an Australian friend who I play ET/CoD with occasionally (I’m American). If we play on a server near him I ping ~300, which is literally unplayable in CoD. But I can at least enjoy myself in ETPro if I don’t take it too seriously (other flavors of ET are as bad as CoD).

If SD puts ETPro-like antilag in ET:QW, I will wear a tapir costume and run around on all fours at the release party. :tapir:

Edit: I just went back and read every word on the official site, and found the “what you shoot is what you hit” comment mentioned by richmanrush. Dunno how I missed that before. Anyway, that settles that, antilag is included. I only hope it’s good antilag.

The tapir suit offer still stands, BTW.


(EB) #8

Guys…can you lie to him just until we get the pictures ? hehehe

oh wait a minute, what party ? o.O :moo:


(ouroboro) #9

Sorry, cows are not invited. :tapir:


(EB) #10

is that a fat joke ? :stuck_out_tongue:


(ouroboro) #11

I don’t see how it could be, looking down at my own belly… :beer: :chef:


(richmanrush) #12

I’m not talking about having to lead targets… I’m talking about any sort of ping fluctuation (even if it’s like 20ms) causing your character to A) have a mouse spin out 90-180 degrees in any given direction… B) Instant replay or the ever fun plain old rewind… C) Both A and B. Or the phantom AT rounds either… or the game registering a key/button press either delayed, multiple times, or multiple times with a delay… the random weapon switches, random stance switches. The list goes on and on for me and BF2.

And I’m not talking 64 players on a server either, even on a server with 20 people where my ping (when it’s stable) is 30-40ms, I avoid vehicles and cliffs like the plague because I know if my ping fluctuates in the slightest, I’m over the edge or crashing. No other game that I play or have played does this (the previous BF series (1942/Vietnam), any MOH game, FEAR, Serious Sam series, Quake series, Doom series, CoD series, and Unreal Tourny series). Router and modem reboots, DSLreports line tests etc are all fine.

So it’s either poor netcode, or EA’s precious ranked servers can’t handle the load and/or bandwidth.


(Deth_Metal) #13

MMMM… I remember the good ol’ days of ZeroPing for UT99, that was the life! Even 56kers could compete evenly with broadband users…

That said, with AOR it should make things run a little bit smoother, though it might tax the server a bit more. But “what you see is what you hit” is far more important, though it doesn’t really help with movement or action lagging, it’s still reassuring to know that if I shoot a guy he’s gonna fall ove and die…