4 ms·
It's embarrassing that QuakeWorld on a 166 MHZ Pentium with a 200ms ping is more playable than some modern FPS games on multi GHZ, multi-core, broadband equippe
by obbybreeden 10y ago
It's embarrassing that QuakeWorld on a 166 MHZ Pentium with a 200ms ping is more playable than some modern FPS games on multi GHZ, multi-core, broadband equipped machines.
I can't fathom the amount of suboptimal bullshit going on in today's netcode to achieve that.
- tehrei 10y agoQW had to send a lot less data. All the physical simulation ran on the server, so each client would send their inputs and the server would send back the world state. Current games' world state is a lot bigger than before with dynamic physical objects and skinned meshes with thousands of polygons, whose movement is dictated by a blend of physics, inverse kinematics and skeletal animation. Computer power has scaled farther than bandwidth and latency.
- rangibaby 10y agoCS:GO is way better at higher pings (possible to play "competitive" at 100+ ping) than old CS (based on QW engine) was. 300ping was acceptable when I had dialup, but only because I didn't know any better lol
- sjm 10y agoCS was based on the QW engine, but had a lot of netcode changes attempting to make it better for very high pings, but came with some frustrating adverse effects. These changes were the source of a lot of "registration" issues with hitbox locations between server/clients.
- rangibaby 10y agoAFAIK/remember complex hitboxes were a new feature in HL too. It would be cool if Valve open-sourced HL so we could have a look. One can wish...
- qwertyuiop924 10y agoIt's even more embarassing that Xonotic, which runs off of DP7, a sort of mash-up of NetQuake and QuakeWorld can stomp a lot of newer games on 100+ pings.