4 ms·
That would be equivalent to disabling lag compensation, which isn't possible anyways if you're just streaming video. Some older FPS games (Quake 1 original net
by neckro23 10y ago
That would be equivalent to disabling lag compensation, which isn't possible anyways if you're just streaming video. Some older FPS games (Quake 1 original netcode, Halo) don't do lag compensation, and it's not pretty.
The "laggy hitbox" effect only happens because the client predicts non-player actions before the action data actually arrives. The alternative is to have actions "officially" occur when the packet hits the server instead of when the player actually acts, which means that players with high latency will be at a disadvantage. With streaming video it seems this problem is unavoidable.
- jstanley 10y agoAll of the rendering would be server-side, so you won't even see the muzzle flash until the server is aware of it. With client-side rendering, the client draws a muzzle flash as soon as you fire, and there could still be an enemy in the line of fire at the time the muzzle flash goes off, and the shot still not hit if the enemy has already jumped out of the way.