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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.
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.
- 6 years ago
Why do you assume I'm not a programmer? I'm not a game developer by any means, but I do full stack web development and have friends who do game development.
Regardless, this is still technology that would cost a lot for next to nothing in return. This isn't a "just capture my display" replay, this would have to be a full match replay.
On top of that, you'd need some sort of middle ground between the client and the server. You've got to remember the server does a lot of trying to predict players movements, so when it comes to replays, a lot of it would probably be server movements instead of actual player movements; while identical, you'd never get the full picture.
And again, storage space for something like that would outweigh the small benefits we'd get from that. Apex is a huge game with a lot going on at once, they're already pushing the limits of the engine as it is.
- 6 years ago
I pulled this of in CS LAN party game comps. So why cannot they?
They would not need to keep it all. They would only need to keep the few records that get reported. And not any longer than is needed for a review.
Think of it as a flag system. If a player get flagged many times during X number of games, they keep the recording for review. Just 1 or very few flags get ignore and data removed.
"so when it comes to replays, a lot of it would probably be server movements instead of actual player movements; while identical, you'd never get the full picture."
This has been a problem with any kind of kill cams used. But in the proven systems like in CS, people know this and the PRO's only care about the things that proove aimbot and wallhack, and other blatant cheats (speed hack etc).
"would outweigh the small benefits we'd get from that"
NOT AT ALL. Let me remind you that this is a competitive games that wants to be a huge part of E-sports. Fairness and trust is EVERYTHING in that regard!
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