PP Mguire
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OR, and hear me out, they fix the queue system lol.
Quantum internet connections on our quantum pc's!You just gotta wait 20 years... everyone will have gigabit fiber even in rural Uganda, edge node CDN's everywhere and some crazy almost magic like AI based lag compensation that noone really knows how it works except some 170 IQ person at MIT that invented it.
OR, and hear me out, they fix the queue system lol.
Nah, if pings are within a limitation to the queue depth the server doesn't need to compensate between a 3ms and 100ms ping. Now aim assist acting like heads are magnets, that's a different thing.Ha, still doesn't solve for the all the times you've died because even someone with a good 20 / 30ms ping got the drop on you due to otherwise undetectable lag
Also, Nvidia released a hotfix patch for the flashing and I had no idea. Didn't get pushed via Geforce Experience, but you can grab it here if you didn't realise like me https://nvidia.custhelp.com/app/answers/detail/a_id/5407
Idk what you are referring to with queue depth tbh, but doesn't sound like how I had heard lag compensation works. Unless they are doing something new but a google search reveals nothing *shrug*Nah, if pings are within a limitation to the queue depth the server doesn't need to compensate between a 3ms and 100ms ping. Now aim assist acting like heads are magnets, that's a different thing.
Thanks for the tip, I didn't know either.
Not the right term, I made a stupid. The lobby is supposed to team you by latency. That's why it says "searching <26ms" or whatever. The system leverages this by fitting lower latency people to lower latency people at the closest CDN per region. So in return there really isn't any "lag compensation", only the engine doing its best to keep all things 1:1. Now if it says searching <26ms and I'm 3ms, my buddy is 10ms, yet I'm seeing way higher than 26 on there? I know it'll be a bad time. When pings are generally closer together there isn't a "feel like I'm 1s behind everybody" syndrome. If you come across somebody that looks like they shot you around the wall, in reality they were around the corner already just you weren't fed that information yet because they're 100ms behind you. So on your screen it looks like you were turning the corner but you got shot. The fact that higher ping can lobby with lower ping is precisely all the problems we're facing.Idk what you are referring to with queue depth tbh, but doesn't sound like how I had heard lag compensation works. Unless they are doing something new but a google search reveals nothing *shrug*
Not the right term, I made a stupid. The lobby is supposed to team you by latency. That's why it says "searching <26ms" or whatever. The system leverages this by fitting lower latency people to lower latency people at the closest CDN per region. So in return there really isn't any "lag compensation", only the engine doing its best to keep all things 1:1. Now if it says searching <26ms and I'm 3ms, my buddy is 10ms, yet I'm seeing way higher than 26 on there? I know it'll be a bad time. When pings are generally closer together there isn't a "feel like I'm 1s behind everybody" syndrome. If you come across somebody that looks like they shot you around the wall, in reality they were around the corner already just you weren't fed that information yet because they're 100ms behind you. So on your screen it looks like you were turning the corner but you got shot. The fact that higher ping can lobby with lower ping is precisely all the problems we're facing.
Which isn't the case. Otherwise those scenarios wouldn't happen regardless if my ping was 3 and my enemy 100. A good example of a game with great lag compensation is Rocket League. I can have a ping of 20 and another guy 120 and it's still relatively smooth until they have a spike. There are only real problems when some dudes connection takes a shit then the cars get crazy for a second, we rubber band, then the AI pops in and it's good. Back in the day CoD used hosted lobbies for this very reason and people bitched they wanted dedicated servers because somebody with a ping of 200 would host and it'd be a lag fest. If they DO have any lag compensation at all then it's clearly not working right and neither is their latency queue system. That precisely is my problem. If the queue system worked properly with a decently tuned server side lag comp you won't need to lead your shots like it's MW3 in 1999 because <26ms means that, less than 26ms. Not "oh this guy seems fine, let's toss in 94ms so he has a game and his VPN definitely shows he's in the central US region". Matter a fact, if the damn queue system worked there wouldn't need to really be any lag comp.which is ofcourse true in MW2 and every other modern MP game.
Yes this is how it works BUT you're forgetting the extra perspectives I outlined. For instance how about the scenario where I came around the corner, my buddy was behind me, and in my perspective the guy JUMPED so I aimed up to dome him (mind you was using a shotgun) but he killed me without even looking at me. My friends perspective he didn't jump, the killcam he didn't jump. In his killcam he was looking at me, in my buddies he wasn't and didn't jump. To turn and jump we're talking at least a second of lag for us to not see it. Valve's explanation would insinuate that the killcam which should be the other players perspective would reflect what they did but killcam has historically been inaccurate because it represents what the server sees. It's in the "perspective" of the other player but it's showing a log from the server itself which doesn't account for lag. If the server is showing he was looking at me without jumping, I saw a jump, my buddy didn't.......that's a serious damn problem.Then every time you shoot somebody the server rewinds its real authoritive player location state by the amount of latency the client has to see if the client would have scored a hit. And thats what causes the “died round the corner” thing like the example you gave.
I'm not sure what you mean by"Otherwise those scenarios wouldn't happen regardless if my ping was 3 and my enemy 100", the "round the wall" scenario is exactly what lag compensation causes when two players have far apart pings. Lag compensation is why you kill a person by aiming at them no matter what yours or theirs ping is. You don't have to lead your shots for their shitty ping. MW2 has lag compensation, every modern MP game has it for the reason Valve outlined, the alternative is worse. Ofcourse it's not perfect, it can not solve all and every networking problem and there are gonna be hard limits. If someone has a tonne of packet loss and 150ms ping or whatever, then there are gonna be unsolvable problems.Which isn't the case. Otherwise those scenarios wouldn't happen regardless if my ping was 3 and my enemy 100. A good example of a game with great lag compensation is Rocket League. I can have a ping of 20 and another guy 120 and it's still relatively smooth until they have a spike. There are only real problems when some dudes connection takes a shit then the cars get crazy for a second, we rubber band, then the AI pops in and it's good. Back in the day CoD used hosted lobbies for this very reason and people bitched they wanted dedicated servers because somebody with a ping of 200 would host and it'd be a lag fest. If they DO have any lag compensation at all then it's clearly not working right and neither is their latency queue system. That precisely is my problem. If the queue system worked properly with a decently tuned server side lag comp you won't need to lead your shots like it's MW3 in 1999 because <26ms means that, less than 26ms. Not "oh this guy seems fine, let's toss in 94ms so he has a game and his VPN definitely shows he's in the central US region". Matter a fact, if the damn queue system worked there wouldn't need to really be any lag comp.
You forgot this part, server queues, and MW19. We can't blame it on Warzone because it isn't out yet, and can't really blame it on cheaters because their anti cheat works rather well from what I've seen. MW19 from the beta didn't exactly have this issue and in the past 2 years of playing it or Cold War I never had a server lag issue. I stopped playing them for quite a while until Ricochet was released, but I did pop in from time to time when others asked me to play. These games use the exact same engine (except Cold War uses BO3 engine IW3). They can call it 9.0 all the want, but it's the same. We can deduce from their lack of addressing the issue that it's severe or they have no idea how to deal with it. My problem with it all still boils down to the #1 thing, if the server queue worked properly it would be a nonissue. If I queue in a lobby with <26ms I should be paired with people of similar latency give or take. Done deal. Lag comp and other factors don't matter there. If it works properly in 19, it should work properly in this one and it doesn't.Yes this is how it works BUT you're forgetting the extra perspectives I outlined. For instance how about the scenario where I came around the corner, my buddy was behind me, and in my perspective the guy JUMPED so I aimed up to dome him (mind you was using a shotgun) but he killed me without even looking at me. My friends perspective he didn't jump, the killcam he didn't jump. In his killcam he was looking at me, in my buddies he wasn't and didn't jump. To turn and jump we're talking at least a second of lag for us to not see it. Valve's explanation would insinuate that the killcam which should be the other players perspective would reflect what they did but killcam has historically been inaccurate because it represents what the server sees. It's in the "perspective" of the other player but it's showing a log from the server itself which doesn't account for lag. If the server is showing he was looking at me without jumping, I saw a jump, my buddy didn't.......that's a serious damn problem.
What I'm fundamentally asking is for them to actually have it do what it's supposed to do. They lobby by region and ping for exactly what you just said. If this game was reworked from the ground up I would sing a different tune, but it's not. It's a copy and paste job that went backwards in terms of important things and forwards in game mechanics. Having actual developer friends who make games in various engines, if I ask them if I'm being too overly critical and they say no then I feel I have a leg to stand on from not only a server/networking engineer perspective but also now a dev perspective. We all think the same thing. Lag comp, regioning, queues, engine, something.What you are fundamentally asking for with multiplayer gaming is to perfectly synchronise the actions of players 100's of kilometers apart across infrastructure that for a large part you have no control over, and very real physics is telling you NOPE.