Call of Duty: Modern Warfare (2019) Dec 9, 2019 12:01:04 GMT -5 via mobile
Post by illram on Dec 9, 2019 12:01:04 GMT -5
Mousey used to have an excellent post about this but his posts seem to have disappeared.
The short version is that CoD trusts the shooter, and your actions stop registering the moment the killshot lands on you (at the server).
So in these cases, you actually died already but your client doesn't know it yet. It hasn't gotten the message yet. So it keeps displaying you running around and shooting until it gets the message you died. It's just a fraction of a second but it's noticable. That's why once the server tells you, you never see yourself fire. The messages about you running and shooting are ignored since you're dead.
If you're playing ground war, this delay is more noticable than other modes. And custom games are even worse.
Total network delay under ideal network conditions is ping+1000/tickrate+processing time. Generally processing time is negligible. In small modes, tickrate is 62.5hz, and ground war is ~22hz. So groundwar has basically an unavoidable extra 30ms delay than other modes.
So if you're playing ground war with a ping of 55, you basically have a total network delay of 100ms. Fire a shot and you get a hit marker 1/10 of a second later. 100ms is noticable but not quite quantifiable by average people.
When you add in real world connections, things get even worse as packet loss and jitter will cause input buffering to maintain smooth gameplay appearance. Adding this input buffer further increases network delay, often significantly so.
Aside from ground war running at a low tickrate, these issues aren't new to CoD or shooter.
It's just far more noticable thanks to some game design choices in MW. Faster TTK, campy, "fat" character models, etc.
Because CoD trusts the shooter, you end up running into a lot of situations where someone else having a bad connection can negatively impact your gameplay. For example, on your screen you're well behind a corner, but on his you haven't made it through the door yet because he has a large network delay. So he shoots your exposed body, his shots count because we trust the shooter, and you die around the corner.
TLDR: You didn't fire because you were already dead you just didn't know it yet. Like a bad anime.
Yeah so I know that's always been a problem, I remember that post. But in the past it didn't affect my initial on screen actions. Like I said I'd have my shot happen but on killcam it didn't show me shooting. I.e. client side actions happened. Now though, I'm not even shooting on my screen. That's why it seems like input lag, or at least acts like it. Is this just a "new" way to try and make us experience latency? If so it's even more annoying.
In other words I click fire, I don't fire on my screen, and I die. The way it used to work I clicked fire, I fired on my screen but not the killcam (server), and died.