blitz
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Post by blitz on Jan 2, 2009 10:34:42 GMT -5
Hey, Den.
I renember you mentioning CoD4 having a anti-lag netcode of some sorts and was wondering if CoD:W@W had the same? or did Treyarch take it away when they used Infinity wards engine?
You are my bro, bro.
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Den
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Post by Den on Jan 2, 2009 10:37:12 GMT -5
Of course, Anti-Lag on by default, can't be disabled.
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Tapap
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Post by Tapap on Jan 3, 2009 21:53:37 GMT -5
Of course, Anti-Lag on by default, can't be disabled. are there any bad sides to anti lag being on? like will it cause a problem with the shot when it would have normally hit?
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Den
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Post by Den on Jan 3, 2009 22:05:15 GMT -5
No, Anti-Lag only (now, after the adjustment that had Idle out of sync) has a positive, allowing players to hit what they see.
As opposed to before - players had to shoot at where the enemy is at that very instant in real-time, even though what the player sees is where the enemy was (invisible hitbox that the world model can't keep up with) moments ago.
There nothing that can be done about the seperation of a player's viewmodel and the worldmodel as long as latency exists; the better the connection, the smaller the gap, but the gap will always exist. At least Anti-Lag is able to tie the "hitbox" to the world model so players can actually attribute their victory to accuracy.
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Tapap
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Post by Tapap on Jan 3, 2009 22:14:50 GMT -5
So when im playing which has the strongest effect, my internet speed or the hosts speed?
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Den
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Post by Den on Jan 3, 2009 22:42:04 GMT -5
Without Anti-Lag, whoever has the worst connection.
Players with a ping of 20 and 200 would see one another's worldmodel fall behind their position with the gap of 200 milliseconds. The 20 and 30 would see the difference of 30 milliseconds against each other.
Players with better connections, though, do not actually have to "lead" as far ahead as the one with high ping, since they go by the last position that the slow guy sent to the server, which would be much closer to the world model.
Anti-Lag handles the actual hitting part, meaning that both players both see one another at the same time (slow guy is still at a disadvantage due to communicating his shots taking longer).
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Tapap
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Post by Tapap on Jan 3, 2009 22:46:12 GMT -5
gotcha
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