Search for threads on prediction, there was alot of discussion about this awhile back because
source uses prediction and antilag code and the conclusion that was reached was that ROO does it
better
will do, thanks. although i cant realy agree as the difference between 0 ping and 120 ping is
rather big, at least when shooting those moving targets which are part of the mentioned map. it is
possible though that those entities are not included in the prediction, if there is any, thats why i'm asking. gonna check after typing this post.
some times you have to lead your aiming with incredible distance - while sniping I had to lead about 1 meter on 100m far enemy... this is ofcourse problem between server and my PC but it is very inconsistent for different servers and thus I always has to shoot 10-20 shots to be sure how much I have to lead on that servers. Imo it sux a little because it totaly ruin idea of real bullet trajectory and all with that connected... but I can live with that...
that and the fact that i always thought the distance i need to aim ahead is pretty massive.
thats exactly what antilag is about. or its half of it. the other half (doesnt need to be included though)
is to prevent low pingers killing high pingers before they even got a chance to react. to make it less of a problem, make sure you always choose servers with same ping and make sure your bandwidth usage isnt set too high for your connection, so your ping stays as stable as possible.
That's extremely hard to tell, because the Unrealengine 2.5 isn't a fixed engine version but it is
freely expandibly by the developers. Some UE2.5 games have dynamic lighting and bumpmaps (Deus Ex 2), some
have bloom (RO) etc.
And even if there is no antilag in RO I don't think that that's a problem other than a missing point on a
features-list, because I never had a problem with lag in this game. ...
you confuse lag with latency. this feature should be actualy called "anti-latency" instead of antilag to
describe it more correctly.
I'm in Canada and I can still use a bolt effectively on the 44slot corbina server . I really don't
notice any difference for higher pings while playing.
im playing ro since it went gold and i wasnt 100% sure either as i basicaly got same ping always. i was
just always suspicous because, as mentioned before, the distance to lead ahead seemed always rather
extreme to me. to realy note the difference i needed to play a map with moving targets (map-objects) on a
server with my regular ping, and then play this map on a listen server with 0 ping. and after that i
started this thread.
It can slow it down for everyone else to level the playing field though.
only if the server is getting lagged (cpu/ram wise) otherwise antilag doesnt slow anything if done
correctly.
That's why "high-pingers" are kicked sometimes, even in games that work differently because they
are believed to cause lag, which is nonsense of course (at least on most games).
yep, thats rather normal and easy to explain. its basicaly caused by what i call the generation of
"dsl-kids". older players started out with old analogue modems and are used to targets that move a bit
choppy at times (or most of the time, depending on how lucky you were). and even with this choppyness you
can become pretty good. now if someone like this went into battle with the "dsl-kids" who only know
"perfect" connection, they seem to be harder opponents to them, because of moving a bit choppy. someone
who is only used to smooth targets and not used to shoot at where the targets is assumed to be, can have a
hard time hitting anything. just like the person on the bad connection when he started to play shooters
online. so what they do is "i cant kill him, so kick him"
i always wondered why they do not use interpolation on server side. would make a lagging target much easier to hit. maybe because him being out of sync due to this poses new problems? or too cpu instensive? who knows
In some games the high-pinger is at an advantage because he teleports through the level while he
is still able to shoot normally
thats not completely correct, as the "lagger" is usualy also effected (hes more used to it though). it can
be caused by packetloss or extreme lag spikes, but even with antilag you suffer reduced playability then.
the difference is though that the person who is used to jumpy ping, can compensate it better then someone
who isnt. to call that an advantage is way over the line though
and if its caused by loss, its even
worse for the effected player as hes basicaly "shooting the void" with a percentage of his shots equivalent to his
packet loss.
while in some games a high ping is only bad the the one with the high ping because he can't shoot
without having to compensate for the ping while others see him walking regularily just like he
should.
yep, thats right, but of course everyone has "lag". normaly the engine of a shooter renders the picture
about 30ms after receiving the packet (to allow interpolation, because the game usualy runs with more
frames per second as packets received per second). that adds to the latency players have.
unless antilag is used, everyone is affected, although with a ping below 50 its hardly noticable.
the only ppl who are against antilag are normaly ppl with realy low ping, because obviously the game becomes way
harder for them when suddenly the playing field is even for everyone. and its hard to admit that you were
wining cause of technical advantages if you werent aware of it