Game Engine - Dynamic Ping Comp possible / reality?


(Isabel Lucas) #1

Don’t really know the capabilities of the game engine so was wondering is dynamic ping compensation a possibility yet?

As someone who often plays cross continents, this has to be one of my top feature wishes for this game.

Nothing worse than getting shot by a good player all the time simply because you’re pinging 175 and your opponent only pings 20.


(carnage) #2

if you mean antilag then its in ET…

but games will always have lag especialy over continents. you have client side prediction so it doent seem like your waitng for the server to send you back your own moves. but if someone pops round a coner and shoots you would wouldnt know untill the signal from the server reached you so having a high ping will put you at a disadvantage. there isnt a way to help this as you could not predict the player movments if he would pop out the corner or not


(Redh3lix) #3

As they say they’ve “concentrated a great deal on net code” if I remember correctly, whether that’ll include what you mention…

I understand what your saying, but do you play over continents out of necessity or just curiosity? Play home country tbh.


(Apocalypse) #4

Actually if you have a steady high ping, it’s still pretty playable if the anti-lag code is good. Its the fluctuating ping that drives you crazy!


(Black_Forky) #5

Anyone know what the “ping-limit” thing i’ve been hearing about is? If it is at least 200 I should be fine. :smiley:


(ouroboro) #6

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(datoo) #7

heh I was going to post a link to that bigfoot crap.


(Isabel Lucas) #8

if you mean antilag then its in ET…

but games will always have lag especialy over continents. you have client side prediction so it doent seem like your waitng for the server to send you back your own moves. but if someone pops round a coner and shoots you would wouldnt know untill the signal from the server reached you so having a high ping will put you at a disadvantage. there isnt a way to help this as you could not predict the player movments if he would pop out the corner or not

This was why I asked. As I see it, theoretically it would be possible to introduce a delay to all players to effectively bring them onto the same ping. eg. 200 is highest ping, player 1 with 175 gets all his packets delayed on the server by 25ms, player 2 at 20 ping gets all his packets delayed by the server by 180ms etc etc. This would mean for someone popping around a corner that wouldn’t happen as although on their screen they may have turned the corner, they wouldn’t actually see the other player until the same time as the other player saw them as the server would delay the information contining the location of the other player by the amount corresponding to their ping difference.

However, whether or not we have servers powerful enough to implement such dynamic ping compensation on a live basis for each and every player is another matter.


(Sauron|EFG) #9

Delaying the packets would remove the advantage of having a lower ping than your opponent (in terms of reaction time), but the problem with “getting shot around corners” would only get worse (same as in ET when everyone has a 200 ms ping).


(carnage) #10

when delaying everyone say someone was getting shot in the back they could be mostly dead on the server before the first packets showing they were hit arivied. this would not be popular

if the interented get better conction speeds etc in the future then effective multi continent gameplay could be a reality or an alternative is a half way server so most players share the ping so both have a higher ping rather then one pplayer having ver little and one connecting from a long distance away and having a very high ping


(ouroboro) #11

I’ve noticed that given equal pings, the server with fewer hops will feel better. That probably makes no sense, but I’m anal enough to run traceroutes and it seems to hold true for the most part.