2 ms·
my personal compensation technique in UT3 was to program my mind to twitch my hand slightly in the opposite direction of the side-jump or side-strafe I was enga
by rancur 11y ago
my personal compensation technique in UT3 was to program my mind to twitch my hand slightly in the opposite direction of the side-jump or side-strafe I was engaging in. Otherwise, I was waiting for the visual feedback of the character on the screen, which added 100-200ms of delay before I had an accurate shot.
I personally don't like my solution. It feels very programmatic and mechanical. I usually don't bother with it. I'm more interested in the immersion, even if it means losing.
to better dissect this, it's because I'm conscious of it. When calculating ballistic arc or Tribes:Ascend spinfusor trajectory I, like in soccer, am relying on prediction intuition. It's not something I actively manage, like twitching my hand, it's something I just am 'good at' and thus feels more genuine and 'fun' because it makes me feel 'special'
- stcredzero 11y agoI'm more interested in the immersion, even if it means losing. I think most lag compensation techniques have focused on being "technically correct." Instead, I think lag compensation needs to squarely focus on immersion. This may mean modifying game mechanics themselves to compensate for lag. But if it means that there are no rollbacks or teleports to break immersion, I think that's the right choice!