4 ms·
> Whether you are on 2ms ping or 100ms ping, the bullet always goes where you aim at However what you are aiming at may not actually be where you see it. If it
by pugworthy 5y ago
> Whether you are on 2ms ping or 100ms ping, the bullet always goes where you aim at
However what you are aiming at may not actually be where you see it. If it's another player or something critical to multiplayer gameplay, then you are going to see what the server has told you you're going to see at that location. And latency means that will be delayed. So you may think you have a clear hit on a target, but with latency the target may have moved and you haven't gotten an update yet. Or by the time your fire command gets to the server, the target has already moved.
This can get pretty confusing especially if the game does client side hit effects (like bullet impacts). You shoot, you see immediate feedback of the bullet hitting, but due to latency your target moved and you missed - so the feedback is false. But if you don't do the client-side hit effect, there's a strange subtle delay that feels wrong. Client tells server they fired, server determines hit location, server sends back "hit here" message, client draws hit effect.
Valve has a writeup at https://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking https://developer.valvesoftware.com/wiki/Source_Multiplayer_... which covers some of the issues with network latency.
- winrid 5y agoIt doesn't matter if where the player actually is, is somewhere else. As long as you aim at them and shoot before they shoot you, even if they are no longer there, the server will "rewind" and say you shot them, up to a certain limit. This is covered in your link :)