3 ms·
Then there's two ways to work with that: 1) It's only Stadia users against each other; 2) People who are directly connected to the Google machine still have a
by grenoire 7y ago
Then there's two ways to work with that:
1) It's only Stadia users against each other;
2) People who are directly connected to the Google machine still have an advantage over the Stadia players.
The first is... OK. You'll be fine, the playerbase will be tiny and you won't be able to play with your non-Stadia friends.
The drawback for the second one is a little less obvious, but the result is that the Stadia users will not benefit from the client-side lag compensation measures that Source (TF2's engine) implements. Most people in this thread miss the fact that in multiplayer games you're always ahead of where the server thinks you are, because you're playing on your timeline, and the server perceives you at RTT/2 behind. When you think you perform an action, the server travels back in time to determine whether how it played out (as opposed to actually executing your actions in what is relatively RTT/2 later).
- Paradigma11 7y ago@2.) I disagree that this would necessarily lead to a disadvantage for Stadia users. When the prediction turns out to be wrong, your client has to correct which can be disconcerting. This is not the case for Stadia users. Prediction is certainly more comfortable, but i am not sure it is an advantage. What you are describing is just moving the prediction from the client to the server. If the server receives input from t-10 and recalculates the state(t) and sends it to the client then obviously (t-9) - (t-1) inputs are missing for the final state calculation at t.
- me_me_me 7y agoThat's what I described in my comment. And while it is ture that you might feel cheated because something else happened on the screen (your character was hit while already in cover). This is 'rare' event in terms of perception. Client makes a lot of predictions but most of those misses are invisible to user. What is visible and perceivable is the lag effect and it is constant and unavoidable. The client - server differences are handled differently depending on the game. AFAIK there is a trend of 'attacker' advantage ie client input is more favored when resolving delta, incentivizing active play vs camping. In that case Stadia fares worse then local.
- Red_Leaves_Flyy 7y agoRare? Depends on what you play. Overwatch, cod, and destiny are terrible for this. Happens to me several times, per 10 minute game. Csgo is the best in my experience. Trading kills can theoretically happen, but it's like lightning. If it's happening a lot there's something wrong. My guess is the fuzzy calculations in the earlier mentioned games err on the side of killing everyone.
- me_me_me 7y agoOverwatch is just badly made game, half of those are engine issues rather then buggy netcode.