I can't find it in steam.How much does it cost?
It is on Steam. 9.99€/$
http://store.steampowered.com/app/1200/
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I can't find it in steam.How much does it cost?
I have usually between 80 and 110 ms.Maybe it happens due to my wifi connection?If you had to do it in ROOST then you had to be playing with a bad ping or packetloss or some other issue.
I have usually between 80 and 110 ms.Maybe it happens due to my wifi connection?
I know but when you're playing css, cod or whatever that doesn't matter... I read stuff like this before buying the router and wifi card, but I saw on some friend's computers that it didn't matter....lol playing with wifi.... hard connection. The same thing goes with wireless mouse and keyboard. Not designed for gaming
Hooray Ramm! Ramm for President!
oh..wait...he's already President. Good for us!
Finally, there are the games with the so called "lag compensation". I've never been a fan of this so called lag compensation because of the side effects it causes. If you have ever been playing an online game and walked completely around a corner only to die when noone could possibly have shot you, it was likely do to lag compensation. With these systems the server stores a list of locations and where a player was at a particular time. Then when a player shoots on his client it sends the firing info and a timestamp to the server. So when the server receives this information it basically "rewinds" back to the point in time when the client fired and checks to see if the shot from some time in the past would hit the player back then. The problem with this system is, that depending upon players ping everyone playing the game has a different view of where the other players are at a particular time. This is why on your machine you could be behind a wall, but the player (who you may not even be able to see on your machine) who has a higher ping than you sees you where you were a short time ago and shoots and kills you. So this is why I think lag compensation sucks
If you had to do it in ROOST then you had to be playing with a bad ping or packetloss or some other issue.
In RO 1, i've never been in a situation where i kill an enemy solider and he kills me at the same time with bullets, and thats how it should be. Can't wait for RO2 with some decent netcode
I have as well. It happens reasonably often for me in RO1, but that's because I'm unfortunately an American and have to suffer pings of 160 or higher which results in pretty nasty bullet lag. I've heard the same exact things from alot of my American friends that I play RO with.I have, although it happens rarely.
I can't find it in steam.How much does it cost?
If you had to do it in ROOST then you had to be playing with a bad ping or packetloss or some other issue.
I prefer the Unreal net code methodology which uses client side prediction instead of lag compensation. When a programmer knows what they are doing and uses the Unreal net code properly client side prediction gives all of the clients connected to a server a very very close picture of where the other players are actually at on the server at all times. It does this by predicting the physics and movement of the other players. It does this pretty good for super-fast games like UT, and when you slow this down to real world movement speeds like in Red Orchestra this system is rock solid. In other words, in RO when you shoot at someone you can pretty much guarantee they are at where you see them at (up to a ping of 200ms). Likewise when you get SHOT by someone on RO, it was because they could see where you are currently at, not where you WERE a short time ago.
I'm totally confused =(.
Wasn't the point with a prediction system so that you would not have to aim differently to compensate for you ping?