snapping of jittering when spectating players or in death cam ?


(Wolf_Darkrose) #1

So i see it so often but at first i thought it was a basic hack because of the tiny snapping but then it just go worse when spectating. i dont get it is it more pack loss because it doesnt seem to matter with their ping. Im just wierded out seeing it. plus makes it hard to tell if they are having connection problems or not.


(Dagasawr) #2

its because unreal engine 3 doesnt like spectate cams its the same reason theres no demos or kill cams


(Ardez1) #3

First, ping and packet loss and two separate things and higher ping is not necessarily indicative of packet loss while low ping isn’t a guarantee that there is no packet loss.

Also, it is unlikely to be packet loss imo. It is really just your view catching up to what the server sees. Multiplayer games where most things are handled on the client pc(like DB) tend to see this issue regularly. It is most noticeable when spectating a sniper. Their crosshair is almost never over the target but they still hit. That is because of the latency between your client and theirs. Visible snapping like that could have multiple sources, but it is most commonly just related to the way DBs multiplayer servers work.


(Wolf_Darkrose) #4

[quote=“Ardez;206686”]First, ping and packet loss and two separate things and higher ping is not necessarily indicative of packet loss while low ping isn’t a guarantee that there is no packet loss.

Also, it is unlikely to be packet loss imo. It is really just your view catching up to what the server sees. Multiplayer games where most things are handled on the client pc(like DB) tend to see this issue regularly. It is most noticeable when spectating a sniper. Their crosshair is almost never over the target but they still hit. That is because of the latency between your client and theirs. Visible snapping like that could have multiple sources, but it is most commonly just related to the way DBs multiplayer servers work.[/quote]

ahhh i see now. ya figured it was like i said maybe packet loss or a lag comp problem but i always forget this is based on client side. makes more since.