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2011-07-14, 11:12 PM | [Ignore Me] #1 | |||
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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2011-07-14, 11:19 PM | [Ignore Me] #2 | |||
Major General
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its beleived physics and eg: knockback and things would be detirmned by the client. |
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2011-07-15, 04:22 AM | [Ignore Me] #3 | ||
First Lieutenant
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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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2011-07-15, 04:50 AM | [Ignore Me] #4 | |||
Major General
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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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2011-07-15, 09:01 AM | [Ignore Me] #5 | ||
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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2011-07-15, 04:24 PM | [Ignore Me] #8 | ||
Private
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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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2011-07-15, 05:10 PM | [Ignore Me] #9 | ||
Colonel
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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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2011-07-15, 05:27 PM | [Ignore Me] #10 | |||
First Sergeant
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(in terms of aiming, not watching the said porn afterwards)
__________________
All that matters is that there is enough freedom, and enough fuckers to kill, in the game that Renegade Legion can do our thing. If there is that, then the rest of the game shall be bent to our will, just like the first one was. - Hovis [RL] on PS2 Renegade Legion http://forums.renegade-legion.org |
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2011-07-15, 07:18 PM | [Ignore Me] #12 | |||
Colonel
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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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2011-07-15, 07:31 PM | [Ignore Me] #13 | |||
First Sergeant
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__________________
All that matters is that there is enough freedom, and enough fuckers to kill, in the game that Renegade Legion can do our thing. If there is that, then the rest of the game shall be bent to our will, just like the first one was. - Hovis [RL] on PS2 Renegade Legion http://forums.renegade-legion.org |
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