There is no need for "lag compensation", such a notion is ridiculous (ahem, tf2)
This is all to do with the handling of bullet ballistics, a hit or a miss should be determined CLIENT side, while this is open for cheating, a good anti cheat system (ie a simple file value check) would do well in this aspect. All we need is for the client computer to model the ballistics and then determine whether the shot hit or not.
as it is the client models the ballistics (i believe) and the hit or not is calculated on server or possibly on the person being shot. I'm not sure, but it NEEDS to be calculated on the shooter's side.
PLEASE say this is happening already, i dont want to have to aim 10m ahead for a person 50m away
This is all to do with the handling of bullet ballistics, a hit or a miss should be determined CLIENT side, while this is open for cheating, a good anti cheat system (ie a simple file value check) would do well in this aspect. All we need is for the client computer to model the ballistics and then determine whether the shot hit or not.
as it is the client models the ballistics (i believe) and the hit or not is calculated on server or possibly on the person being shot. I'm not sure, but it NEEDS to be calculated on the shooter's side.
PLEASE say this is happening already, i dont want to have to aim 10m ahead for a person 50m away