how come you posted a video showing you getting shot while running past a window, saying it's about you getting hit "around a corner"? you run past a window with an mg covering it and get shot and fall dead. nothing unusual there.
You get it
I don't need to explain this to you, then, but for others who might not be following what it means...
The purpose of the video was to demonstrate the delay between where the hit is delivered and where my client displayed me when it heard about the hit. Note the position of my corpse in the death cam at the very end, at the bench by the far wall. I was, of course, actually shot and killed while in front of the window, because the walls of that building are bulletproof, as the video verifies in the beginning. However, because my client was happily performing its duty at letting me appear to move around freely (it does this to make movement feel more natural under latency), I appear, to myself only, to keep running past the window for my latency period. That time discrepancy creates the visual illusion that I was not hit until I was at the bench. The other player, naturally, saw the reality of it as the server saw it: I dropped dead in front of the window.
That visual illusion of "dying behind cover" is what some people, such as Reise and Freezy in this thread, consider the major drawback of a latency compensation method. Posting that video was intended to demonstrate that latency compensation is not the only source of it. Dying behind cover already exists in RO2 as we have it right now. Sure, latency compensation can potentially make it "worse", by increasing the potential time delay between when you're exposed and when you hear about getting shot while exposed. That is why, when recording that video, I specifically chose a server I where I had a 280ms ping, exactly double the latency that I found as the average on the 2FJg server the other day. It was intended to show what the average "dying around a corner" scenario might look like, if we had latency compensation. As you can see, it's not much, because RO2 players move pretty slowly.
And as you immediately caught on to, I wasn't dying around the corner, I was dying because an MG shot me before I even got to the corner. It's rather obvious. But that phenomenon, what I show in that video, is what some people have argued is so heinous that it must be prevented at all costs. Even Ramm-Jaeger, the TWI guy in charge of the netcode, has said he considers that a huge problem. They have come right out and said that, to them, it's worth the flawed shooting mechanics we have now, just to stop "dying around a corner".
I personally find that a truly bizarre opinion, but eh, that's kind of the point of opinions. The problem, of course, is that what we have now ruins the shooting mechanics but still doesn't stop "dying around a corner", so it's a lose/lose situation for us all.