With prediction you never get killed while behind cover. This is a fallacy.
No, it isn't
This is what is being shown, in the CSS videos linked
With prediction you never get killed while behind cover. This is a fallacy.
Favoring the shooter is the entire point, though. In RO, we have a game design where the projectile speeds versus character movement makes dodging impossible. By the time you even realize you're under fire, it's already been decided if you're hit or not. If we were playing something in more of a shmup vein like Descent, where weaving through slowly moving fire is a huge part of the gameplay, then yes, it would be problematic to make the shooter authoritative, but in RO, everything is already decided on the shooter's side to begin with, so giving them full fidelity comes at no cost.
As for the larger theory discussion, this is hardly a new topic. Client authority has been a staple of internet gaming since before there was internet gaming. All the earliest online action games on GEnie, Compuserve, AOL, Gamestorm, etc were made possible by authoritative clients. It's only a fairly recent development that computing resources and bandwidth have been inexpensive enough to allow the luxury of fully server-based models for a wide audience. Even now, authoritative clients are still necessary for large volume settings like MMOs, to cut down on server workload, and for high-precision environments like combat flight simulators, because of the prohibitive complexity and overhead of doing server history rollback on a precise level with anything other than hitscan weaponry and the sheer pointlessness of not using any latency compensation at all. RO2 shares a lot more in common with a flight sim than it does with a traditional shooter like UT.
As for if it can be done, it should be fairly trivial in Unreal Engine. Just run the firing logic on the clients, like in single player, and replicate the hit functions over to the server. It might even be possible to drop in as a mutator. (Hmm......)
Yeah, lower pings mitigate the problem, but nothing can cure it entirely. It exists in a small amount even on a LAN connection and its sub-1ms network travel time, thanks to the server tick rate delay. It's just inherent to the design. That's why virtually all multiplayer action games use some sort of latency compensation method.
"Play on a server with a better ping" is, unfortunately, not a viable option with a niche game like RO2. For the last several months, there has been just one server with a consistent population on my entire continent. It's on the Atlantic coast, I'm on the Pacific coast. That's not a recipe for blazing connections.
It's also not the real source of the problem, anyway. Almost every other FPS ever made will eat 150-200ms for breakfast, and most can smoothly handle two, three, or even six times that much latency. The RO series is special in this regard, and not the good kind of special.
Since when was zig zagging considered a cheese tactic to take advantage of internet latency?
Sure, because Red Orchestra is such a smash hit in the competitive FPS scene that it makes perfect sense to focus on a networking model aimed solely at that, at the expense of basic playability for everyone else in the world?For any FPS to work well and for you to be able to compete competitively you need at bare minimum 80ms. 30-40ms is your sweet spot sub 30ms you are godlike.
This is also why you don't get killed behind cover in RO2 and in other games you do. Lag compensations are like hax for those who can't have a good connection.
I've been playing Multiplayer FPS since the first Quake engine. And never EVER has playing on a server with 100+ms ping ever been acceptable. For any FPS to work well and for you to be able to compete competitively you need at bare minimum 80ms. 30-40ms is your sweet spot sub 30ms you are godlike.
The rare occasions when I can play an RO server with 30-40ping the game works correctly and consistently. Crying that things aren't working right when your ping is +100 is like crying that your car isn't working right cause you don't have air in your tires.
It sounds to me like a lot of people are confusing client-side hit detection with client-side prediction and server-side lag compensation. Please keep your terms straight to avoid confusion.
Now for a good example of the latter, see any Valve game. I might be biased after playing CS and various Source mods for ages, but I very much prefer it over the kind of delays we are seeing with the current system in RO2.
excellent animated gif
I too wished Tripwire was actually working on fixing the game and listening to the players...
apparently they don't really care if Red Orchestra 2 is dying, they already have the money from preorder and the Christmas sales, why would they bother ?
As some of you may have noticed in our steam OGG messages, we are playing around with the servers to test various things related to players reports on high player count/ping issues. This work will continue in the near future with more requests but we are putting pen to pad right now with what we've learned.
That sounds like it was working as intended, to me. A perfectly accurate hitscan weapon is supposed to be easy to hit with and impossible to dodge, that's the whole point of them. The networking in both Quake and Unreal gave you some wiggle room with the railguns with the usual 100ms online, but that's an error rather than an intended part of the design. On a LAN, those weapons devolved the game into point & click adventures. I've always felt it was poor game design to include them in action shooter games in the first place, with instagib just being the final evolution of a bad idea.ZP instagib was also incredibly dodgy because you could not trust your own movements. Well, movement in general was pointless. You could bounce around for a while but someone would ALWAYS hit you.
I don't see this ever happening with RO, even if the server performance becomes completely transparent (and I've looked at the script in the SDK, that would take divine intervention. It's a mess in there)Working out netcode issues, and getting to a point where you have server performance like those you see with the dedication in CS. Nice, local, sub-30ms servers, or lower.
Honest question here....what are you reacting to, and in what way? Given the fairly sedate movement speeds in RO2, the inertia on top of it, and the action time even on things like canceling a lean, it looks to my view like there's virtually nothing a person can do to escape their fate if they weren't already planning well ahead for it.you at least have the ability to accurately react in a firefight. When that foresight is removed via compensation, that ability to react is gone
Honest question here....what are you reacting to, and in what way? Given the fairly sedate movement speeds in RO2, the inertia on top of it, and the action time even on things like canceling a lean, it looks to my view like there's virtually nothing a person can do to escape their fate if they weren't already planning well ahead for it.
I mean, sure, we all know the games you can play with the networking, the zig-zags and the abrupt stops and the peeking too fast for anyone to hit you without psychic powers, but if you take all that away, say we're playing on a LAN connection with a monster server, what's left to react with in RO?
I'm just not seeing how even the worst-case scenario of a ~200ms lag time behind your client's position estimate is a make or break on any of that. Those aren't reactive decisions, they're simply choosing an execution time for a plan you've already developed, and they're based on fuzzy data to begin with. A situation where you can estimate timing to within a fifth of a second's precision for both your own movement and your window of opportunity is going to be rare, if for no other reason than the heavy fog of war RO has regarding the enemy.Those times when you notice the enemy must be reloading, or when others may have run past and drawn their attention. You need to be able to have confidence that if you DO happen to make that step, that you can rely on it. Whole decisions on movement and progression rely on your ability to trust that where you'll be is the gold standard as far as the server is concerned.
The confidence that comes of knowing the artificial safety that movement confers? I'd happily be rid of that. Gameplay design points like this, the level of risk desired in movement, are things that should be controlled through gameplay solutions, not in a roundabout manner through technical oddities. The oddities can throw in shifting, arbitrary and often unknowable changes. If the goal is to make it, say, 80% safe to sprint across a hallway that a rifleman is covering, then the goal should be to make that consistently happen, and not fudge your way to it through a networking design that means you're 100% safe against most people, 0% safe against bots, and 40% safe against those two guys who live next door to the server.In RO I fear compensation would cause what few players remain to lose that confidence and prefer the safety of cover.
It's an argument of philosophy. Is the shot more important than tactical movements? Or vice versa? If you ask me, it is FAR easier to predict where your shot will land than to predict where the server has you pinned when the other guy pulls the trigger. THAT is why I will never support client-side hit registration or compensation. With shot leading, and accurate player positioning, you at least have the ability to accurately react in a firefight. When that foresight is removed via compensation, that ability to react is gone, and you are further removed from the game for it.