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2012-01-09, 06:20 AM | [Ignore Me] #1 | |||||
Major General
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TLDR: read the pink.
I have made threads in the past and read asmuch info as possible on Planetsides 2 netcode and all netcodes possible, playing from Australia one must know their enemy well. I have tried to find as many sources as possible, but some have eluded my searches, I believe now with 99% certainly that Planetside will use a serverside hit detection model featuring hit prediction. Before I start though, I will use some terms, I don’t claim these are the correct terms, but to avoid confusion in these thread it would be nice if you used them. Severside hit detection(SSHD): This is a standard code that was used by games like the original halo and the Unreal Series, everything happens on the server, you need to lead your target to compensate for your ping and predict where they will be on the server when your packet gets there. Clinetside hit detection(CSHD): Your client sends a packet to the server saying, " I hit" server agrees with the hit, sometimes known as zero ping. Planetside 1uses this code. Severside hit prediction.(SSHP) This ones tricky to explain some people will say this is CSHD or also zero ping. Anyway the process is that your computer sends a packet to the server with a timestamp, the server gets this packet rolls its data back based on this timestamp and see's if you hit. it has the same effect..most of the time as CSHD with more security. but it has 1 drawback, ill explain more on this later. Games that use this code are games on the source engine and I believe most modern games use this code along with BF3, though getting info on the codes developers use is always tricky. Before I go on, I would like to state again that hit detection has nothing to do with warping, warping is a result of movement prediction, and that’s the word, it predicts and then re-corrects itself when it gets proper data. Planetside will unlikely feature this code. On the good stuff, This is the info we have on PS2 netcode:
Smedly has stated in a fan fare Q&A that Planetside 1 used one hit detection model, and that Planetside 2 will use the other. http://www.g4tv.com/videos/54137/Pla...c-Panel-Video/ hit detections talk starts at 43:30 this last one has eluded me: But im 100% positive higby has stated somewhere that planetside 2 hit detection will be similar to BF3;s where I uses a client/server design and he says something like a hit will be a hit" it wasn't a fully informative quote with 100% accuracy to say its SSHP, but to know its similar to BF3's is enough. With that info, a "hybrid model" can defiantly been seen as SSHP or SSHP Smedly said that planetside uses one model(CSHD) and that planetside 2 will use the other, it can only be interpreted as SSHD. They said that ping will play less of an issue in PS2, this could be because of a change to movement prediction or it could be that they believe there is inconsistencies with CSHD. While it does say it requires 100-150ms ping, that’s an American talking, I play with a lot of Americans and let me say that your interpretation of whats playable with a pad ping is meaningless. OH THE SCREAMS WHEN YOU GET ABOUVE 100PING, THE END OF THE WORLD! MY PING ITS SPIRALING OUT OF CONTROL, IT TERRIBLE!!!....I'm done. This leads me to conclude that the game is going to use SSHP. What does this mean for you? it means that most of the time a hit on your screen will be a hit on the server, it caters to everybody equally, nobody has to lead their target. However the major downside is that same thing, this leads to people getting killed around corners and is a major contributor to rage in BF3 by people that don’t understand the code...even those that do. the other downside is sync issues, this ones hard to explain, so ill let valve do it.
While I read asmuch as possible about netcode I have to wonder, the source engine canlag with 32 players using this code while the server runs at 66 ticks per second. (for reference planetside runs at 5 ticks) is this even possible for forgelight to do? now obviously SSHP uses more server processing power than CSHD. But the real question is does SSHP use more processing power than SSHD? planetside WILL feature bullets with arching projectiles, I wonder does the server need to calculate the arch of a projectile with SSHP? I guess it would since it needs to check if a hit is possible, so I would presume that SSHP does use more server resources than SSHD, since it has to rollback data? the answer to this could very well confirm the type of hit detection they plan to use...or Matt could stroll into this thread... I made this thread because myself and elude sort of hijacked another thread. http://www.planetside-universe.com/f...t=38481&page=9 our discussion started there, there is obviously confusion to what hit detection some games use, but I believe SSHP sync issues is the cause of hit detection issues he has had and other do have in some of these games that apparently use "CSHD." use this thread to continue any discussion about that though. Last edited by SKYeXile; 2012-01-09 at 07:29 AM. |
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