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Im sorry but you are obviously not a programmer either if you think that killcams in a BR could work like Shadowplay with the tech of this day and age. NO kill cam can continuously record the last minute or so each and every player on each and every server. Thats just not how kill cam works, either in PuBG, Overwatch or COD. How it works is pretty much how the old Quake replay files did, i.e. it collect data so the game can reproduce the events locally.
And here is where my knowledge of programming ends, because for some reason that I cant explain, pretty much NO kill cams in previous BRs have been able to reconstruct 100% accurate replays. In fact, the introduction of kill cams in PUBG actually made the hack-suspicions even worse since people didnt understand this limitation with kill cams. The crosshair recoil for instance, would look much smoother and controlled in the replay than in reallity (trust me, I compared a reply with a recording and so much was just a little off).
My point is; kill cams should only be used to get a general idea what happened in a fight; players position, general movement, weapons used etc, but when players start using kill cams as a 100% proof what happened, then we are in trouble.
- 6 years ago@Babbediboopi Thats because your streaming bits from your closest local servers compared to the person which the kill cam captured from, They dont have dedicated servers for kill cam mechanics. This is why in other games you experience an off/delay when watching. ALtho a dedicated server for this purpose would cost alot and alot of money, it's possible.
- 6 years ago
I might misunderstand you now, but what do you mean with "streaming bits from local servers" etc? My point was that the only way a kill cam can work in a BR is to collect data and then let the client of the viewer of the kill cam reconstructs the sequence locally based on that data. Its not possible from a technical standpoint to actually have a kill cam that records clips retroactively. So it should have nothing to do with streaming limitations etc, since its just a couple of mbs of data that reconstructs the sequence.
And the problem is that it seems to be impossible for any replay or kill cam technologies to reconstruct 100% copies of what really happened, especially when it comes to crosshair position since that would require like 100-150 data points on exact x,y,z position every second. Less than this and the reconstruction would need to interpolate the position for the missing ones and suddenly, the replay isnt accurate anymore. So all Im saying is that a kill cam would probably just increase false cheater accusations.
- 6 years ago@Babbediboopi i mean there's a few different ongoing technologys out there. i'de imagane something as simple as overwolfs replay would do, that is a 100% accurate playback footage, and you can have algorithms that recognizes a death by a player to activate it and have all the data stram onto another dedicated server other then from your or another players local client recordings. Simply put, not use the game client, but create a complete new integrated server that issues only replay frames.
Your thinking in the steps of the default kill camp setup that like old cod, or pubg has. Which by all means i agree suck. Im talking about building something completely new. Companies should try to perfect a working kill cam feature. All im saying, with all the in deph research i've been doing for years, is that it is in fact possible to create an instant and accurate flow. Don't have to tunnel vision onto an already existing technology that devs use, they do so cuz it's easy. Like people use same engines all over in games, easy.
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