isn't this the same peakers advantage nonsense from cs:go?
did they ever fix this in cs:go?
[QUOTE=ashxu;49950156]isn't this the same peakers advantage nonsense from cs:go?
did they ever fix this in cs:go?[/QUOTE]
Nope. It still exists in one way.
[QUOTE=ashxu;49950156]isn't this the same peakers advantage nonsense from cs:go?
did they ever fix this in cs:go?[/QUOTE]
Conventional knowledge says it can't be fixed, you can read more about it here: [url]https://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking[/url]
Until we can send network messages beyond the speed of light, there will always be a peeker advantage.
[QUOTE=Naelstrom;49950554]Conventional knowledge says it can't be fixed, you can read more about it here: [url]https://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking[/url]
Until we can send network messages beyond the speed of light, there will always be a peeker advantage.[/QUOTE]
Yes it can.
Just make CSGO turn-based.
[QUOTE=Naelstrom;49950554]Conventional knowledge says it can't be fixed, you can read more about it here: [url]https://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking[/url]
Until we can send network messages beyond the speed of light, there will always be a peeker advantage.[/QUOTE]
wasn't it pretty bad in cs:go though?
In black ops 3 it was only one or two frames or peekers advantage but iirc in cs:go it was definitely visible to the naked eye without slowing the game footage down
[QUOTE=ashxu;49950637]wasn't it pretty bad in cs:go though?
In black ops 3 it was only one or two frames or peekers advantage but iirc in cs:go it was definitely visible to the naked eye without slowing the game footage down[/QUOTE]
It's still like that, happens daily.
[QUOTE=ashxu;49950637]wasn't it pretty bad in cs:go though?
In black ops 3 it was only one or two frames or peekers advantage but iirc in cs:go it was definitely visible to the naked eye without slowing the game footage down[/QUOTE]
Should see Rainbow 6 Siege if you want a good example of extreme peakers advantage.
[QUOTE=Code3Response;49959929]Should see Rainbow 6 Siege if you want a good example of extreme peakers advantage.[/QUOTE]
Unfortunately this is due to extremely heavy handed lag compensation (typical of console ports, because that kind of lag comp isn't a big deal when it comes to controllers), where you have a ghost always trailing roughly 250ms behind you, and the game implicitly trusts the client with hit-detection.
Meaning with around 1000ms of ping, you can pass a corner and wipe a team before your model even begins to show up.
I remember css being horrible with this. Csgo still has this problem, but not in the same scale of horrible.
How good/bad is blops3 netcode compared to mw1? I remember that as being pretty good tbh.
[QUOTE=ntzu;49959976]Unfortunately this is due to extremely heavy handed lag compensation (typical of console ports, because that kind of lag comp isn't a big deal when it comes to controllers), where you have a ghost always trailing roughly 250ms behind you, and the game implicitly trusts the client with hit-detection.
Meaning with around 1000ms of ping, you can pass a corner and wipe a team before your model even begins to show up.[/QUOTE]
Which is why you usually have an "enough is enough" limit that compensation/leeway is clamped to, which then means pings higher than that limit are simply more detrimental to the laggy player, rather than everyone else.
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