[quote=“Yak;49995”]I don’t want to quote the wall of text so I’ll just reply right underneath.
I understand that the client is king and while its good in a fast game like this. My point is that if under 2 identical situations, one where we have the same low ping, and one where the enemy has higher ping, I would survive the first time if I left at say 30% health and went around the corner, because at about the same time on their screen I went behind the corner.
When they have higher ping, though, on their screen my retreat would be delayed, allowing them to shoot me on their screen, and since client is king, it counts as hitting me even though on my screen I’m behind cover safely.[/quote]
I honestly can’t explain it any better than what I did. I advise going out and looking it up yourself. There is a lot of interesting things in how this works that you’ll discover with predictive/rollback/client side netcode.
[quote=“Dirmagnos;50037”][quote=“Amerika;49993”]
That isn’t how it works. Yes, people might drop packets or have a ping that goes way up and down at random (which is what causes rubber banding) but that doesn’t effect everyone else playing on the server. It only affects you when you try to hit that teleporting/rubber banding person.
[/quote]
To a degree. But if server load is maxed out, then all that compensation and syncronization can top the server. Effect similar to memory leak.[/quote]
Again, that’s just not how it works. A high ping player is not putting anymore stress on the server, or at least nothing quantifiable that could be measured, causing the server to lag for everyone else. I’m not even sure how you came up with that conclusion. A server that is having ISP issues itself will go wacky with the players connected but it will not get stressed out over a person with a high ping.