Current Events > Online fps games are inherently flawed due to latency

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Turtlebread
06/12/21 5:57:12 AM
#1:


calling these games competitive unless youre in a LAN setting is laughable

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Wii_Shaker
06/12/21 5:59:44 AM
#2:


You make a good point.

Though, to be fair if you are playing on the competitive level your reflexes should be sharp enough to compensate for said latency.

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Turtlebread
06/12/21 6:02:41 AM
#3:


Wii_Shaker posted...
You make a good point.

Though, to be fair if you are playing on the competitive level your reflexes should be sharp enough to compensate for said latency.


if two people have the same reaction time the lower ping will win though


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Wii_Shaker
06/12/21 6:22:01 AM
#4:


Turtlebread posted...
if two people have the same reaction time the lower ping will win though
There are far more conditions in play than simply reaction time though.

One person could have been playing for 6 hours straight and is getting sleepy. Plus he's been eating Cheetos so his controller is greasy.

His opponent my actually be less skilled but they slept great last night and had a good breakfast so he's more alert while playing the game.

Another guy on the server spilled Gamer Fuel on his controller so his R1 trigger sticks, affecting peak gaming performance.

All of these factors both internal and external to the game come into play when playing games online. You can't just chalk it up to connection speed. Kind of a wussy cop-out if you blame losing on it too.

On the other hand, I get that some games are hindered by a bad ping.

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Derwood
06/12/21 6:40:36 AM
#5:


I get lag killed a lot
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DepreceV2
06/12/21 6:57:46 AM
#6:


Latency is hardly the biggest difference in why you win or lose. That is just silly TC.

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Derwood
06/12/21 3:13:57 PM
#7:


DepreceV2 posted...
Latency is hardly the biggest difference in why you win or lose. That is just silly TC.

A couple of milliseconds is not

But when you die without seeing the enemy but the kill cam shows them rounding the corner, lining me up and shooting, THATs a problem
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Questionmarktarius
06/12/21 3:14:40 PM
#8:


Rollback doesn't work in shooter games?
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DarthAragorn
06/12/21 3:36:52 PM
#9:


Questionmarktarius posted...
Rollback doesn't work in shooter games?
maybe not, I'm not sure

I don't doubt that most devs are just too lazy to bother with any proper netcode because people will buy it anyway

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Cemith
06/12/21 3:39:36 PM
#10:


Questionmarktarius posted...
Rollback doesn't work in shooter games?

I'm pretty sure I would smoke a Titanfall 2 multiplayer client with rollback. That sounds incredible.

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Ivany2008
06/12/21 3:45:53 PM
#11:


Latency is only part of the problem, the other part is packet loss. If your dropping packets it doesn't matter how good you are, you aren't going to play to the prime of your ability. It might be a couple milliseconds but it adds up. That could be you missing a shot that you thought you hit, or the game just not registering the shot because your opponent isn't where they should be according to your screen.

Take Overwatch for example. I'm not saying players would jump a gigantic amount of ranks if it all played like a LAN, but I could see Gold players entering low to mid platinum, assuming their individual mechanics were fine.
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warlock7735
06/12/21 3:59:58 PM
#12:


DarthAragorn posted...
maybe not, I'm not sure

I don't doubt that most devs are just too lazy to bother with any proper netcode because people will buy it anyway
Rollback doesn't work well when there's more than 2 players for a multitude of reasons. Fps netcode is very convoluted and the actual game is very different from the perspective of any player

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_MorningStar
06/12/21 4:07:41 PM
#13:


Man, when in doubt, just always blame the lag.

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fohstick
06/12/21 4:09:19 PM
#14:


playing on LAN won't magically make you better.
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COVxy
06/12/21 4:22:11 PM
#15:


TC got wrecked in CS 1.6 and is now crying about it a decade and a half later.

gl hf

gg

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