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Old 2011-07-14, 11:12 PM   [Ignore Me] #1
Baneblade
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CSHD/SSHD Hybrid


Originally Posted by FAQ
Forgelight uses a combination of CSHD and SSHD and lag will not be as big of an issue as with Planetside.
I'm curious about how this works, does anyone know?

I reckon it would be CSHD and SSHD having to come up with matching data for a hit to register... or it could be some kind of physics averaging system?
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Old 2011-07-14, 11:19 PM   [Ignore Me] #2
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Re: CSHD/SSHD Hybrid


Originally Posted by Sobekeus View Post
I'm curious about how this works, does anyone know?

I reckon it would be CSHD and SSHD having to come up with matching data for a hit to register... or it could be some kind of physics averaging system?
From smedlys cmments in the G4TV interveiw, "he stated that planetsides uses on hit model and PS2 will use another" basicly saying that planetside 2 will use SSHD, while not nessiarry a bad thing, you can still have the effect of zero latency like CSHD(as value use in the souce engine), by using timstamped packets, but this would probably unlikly due to extra processing power required, and the goal of 1000 players. Though he also says ping would play less effect on PS2... go figure that out.

its beleived physics and eg: knockback and things would be detirmned by the client.
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Old 2011-07-15, 04:22 AM   [Ignore Me] #3
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Re: CSHD/SSHD Hybrid


I don't know about that... I mean I don't know how fast modern hit detection has gotten, but I imagine pushing it to the server in a game where thousands of people will be firing at any one time would lead to some serious issues. I'd be pretty impressed if they manage to pull that off.

I think we'll see mainly CSHD again, maybe that's why Smed says they're aiming for 100-150ms ping. What might be interesting is if the whole system switches to SSHD, or CSHD with server verification, for people with a ping higher than some upper limit. Or if some weapons are done server side and others stay client side.
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Old 2011-07-15, 04:50 AM   [Ignore Me] #4
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Re: CSHD/SSHD Hybrid


Originally Posted by Gandhi View Post
I don't know about that... I mean I don't know how fast modern hit detection has gotten, but I imagine pushing it to the server in a game where thousands of people will be firing at any one time would lead to some serious issues. I'd be pretty impressed if they manage to pull that off.

I think we'll see mainly CSHD again, maybe that's why Smed says they're aiming for 100-150ms ping. What might be interesting is if the whole system switches to SSHD, or CSHD with server verification, for people with a ping higher than some upper limit. Or if some weapons are done server side and others stay client side.
you could be right, though clientside really has no limits, a hit on your screen is a hit, its that simple. Though obviously at a certain point, it becomes more difficult to play. I was fine on Markov @ 180-220, but on emerald at 280, ...its just not smooth, i guess difficult to change, as i expect its hard for an american to go from 50 to 250.

But on Markov, I never felt like I was at a disadvantage of my ping, in most cases, though I try not to put myself in situations where my ping would put me at a disadvantage.
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Old 2011-07-15, 09:01 AM   [Ignore Me] #5
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Re: CSHD/SSHD Hybrid


Lag and percieved latency are not the biggest issues with CSHD. The massive, ugly, scary elephant-in-the-room in a land where the server is not authoritative, is cheating.

I've done a bit of net coding in my time and my mind is seriously bamboozled by the prospect of 1000-player combat full stop, never mind with a fully authoritative server.

However, let's not forget just how much faster internet connections are today than they were back when PlanetSide came out. Some of my mates were playing on 56k(!), and my 3 housemates and I would all share a 512k DSL line to rampage on you VS and NC folk.

I'm sure they'll be doing as little client-side decision making as possible to keep the cheating at bay, and it's going to be easier now than it was 8 years ago.
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Old 2011-07-15, 09:08 AM   [Ignore Me] #6
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Re: CSHD/SSHD Hybrid


The thing is though in 2004-2005 (when i played mostly) the hackers were at a low, banb was out their keeping them incheck, but in about 2006 they stopped caring and let them run rampant.
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Old 2011-07-15, 11:35 AM   [Ignore Me] #7
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Re: CSHD/SSHD Hybrid


The big BanD
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Old 2011-07-15, 04:24 PM   [Ignore Me] #8
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Re: CSHD/SSHD Hybrid


Is there a source for that particular part of the FAQ? With all this talk about how PS2 is going to be a faster game than the original, the thing I am most concerned about are the technical aspects of the game, in particular managing things like hit detection for so many players.
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Old 2011-07-15, 05:10 PM   [Ignore Me] #9
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Re: CSHD/SSHD Hybrid


Having done a lot of net coding myself I don't really see the problem with them handling most things server-side. The only catch as some people hinted at is that for people with a high latency what they aim at won't match what the server says assuming the enemy is changing direction.

Is this a good thing to let high latency players aim at things in the past and still have the damage register? For things like sniping where the travel time of a round might be a while this can make those actions impossible for high latency players unless the enemy is running in a straight line. However if they use a modern FPS system like CS:S's rollback networking then high latency players will still hit the targets in the past and that can be server-side verified. It just leads to fun situations where players die when they think they made it safely around a corner. That can be frustrating for some players.
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Old 2011-07-15, 05:27 PM   [Ignore Me] #10
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Re: CSHD/SSHD Hybrid


Originally Posted by Sirisian View Post
Having done a lot of net coding myself I don't really see the problem with them handling most things server-side. The only catch as some people hinted at is that for people with a high latency what they aim at won't match what the server says assuming the enemy is changing direction.

Is this a good thing to let high latency players aim at things in the past and still have the damage register? For things like sniping where the travel time of a round might be a while this can make those actions impossible for high latency players unless the enemy is running in a straight line. However if they use a modern FPS system like CS:S's rollback networking then high latency players will still hit the targets in the past and that can be server-side verified. It just leads to fun situations where players die when they think they made it safely around a corner. That can be frustrating for some players.
So actually downloading porn while playing and causing ping to spike to, say 1000, could be beneficial?

(in terms of aiming, not watching the said porn afterwards)
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Old 2011-07-15, 07:09 PM   [Ignore Me] #11
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Re: CSHD/SSHD Hybrid


yeah so if theres any player with a ping above 500 they gonna boot him from world and say "check your connection your probably downloading to much porn"
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Old 2011-07-15, 07:18 PM   [Ignore Me] #12
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Re: CSHD/SSHD Hybrid


Originally Posted by Volw View Post
So actually downloading porn while playing and causing ping to spike to, say 1000, could be beneficial?

(in terms of aiming, not watching the said porn afterwards)
In Planetside 1 if your latency was too high you would get a connection box. This was designed to stop people from exploiting the client-side system which favored players with a higher latency by allowing them to shoot players at their last known position that hadn't updated.

A server-side system doesn't really suffer from this, but it does the exact opposite and penalizes players with a high latency. The valve networking system I described previously tries to solve this by assuming a continuous 100 ms delay in the whole system and allowing rollbacks. I'd imagine Planetside 2 is using a slightly similar system so that if you have a 150 ms latency it'll only feel like 50 ms.

Last edited by Sirisian; 2011-07-15 at 07:19 PM.
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Old 2011-07-15, 07:31 PM   [Ignore Me] #13
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Originally Posted by Sirisian View Post
In Planetside 1 if your latency was too high you would get a connection box. This was designed to stop people from exploiting the client-side system which favored players with a higher latency by allowing them to shoot players at their last known position that hadn't updated.

A server-side system doesn't really suffer from this, but it does the exact opposite and penalizes players with a high latency. The valve networking system I described previously tries to solve this by assuming a continuous 100 ms delay in the whole system and allowing rollbacks. I'd imagine Planetside 2 is using a slightly similar system so that if you have a 150 ms latency it'll only feel like 50 ms.
Thanks for explaining. I'll stick to importing VHFs from East Germany then.
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