1 year ago
Getting shot through walls
When are you guys going to fix this? I get into a firefight with someone and jump behind cover. A full second later I take damage and get boxed. This happens in almost every game and it's always a cr...
@RaginSamLag Compensation hasnt been always a thing, it came around 10 years after the first networked fps games (i dont count in MidiMaze, so i start with IP enabled Doom ...) hit the shelves and only for Instagib, took them quite some time to refine it for projectiles.
Ofc its an issue , especially the Apex one is prone for some weird stuff.
In other shooters every projectile has its own packet, Apex bundles info in larger packets (lets say 5 bullets),this has partly to do with their 20 Tick Servers.
One of those packets get lost ... literally 5 hits (instead of one) likely miss !
Also Apex doesnt seem to rely on a full backwards reconcilliation, like most other "unlagged" shooters do and go somewhat straight client side hitdetection without a lot of validation serverside.
The Backwards reconcilliation normally has a range to work "flawless" (most of the time up to 120ms), but that 120ms would technically forbid asian players to make use of the "unlagged" Euro Servers.
Relying on pure clientside hitdetection /prediction without any deeper validation is very open for exploitation.
In your example there is now 2 possibilities :
1) Your Packet with 5 bullets got lost, hence a lot of "noregs"
or
2) The Prediction in your client had way too old data to work with and predicted the wrong playermovements , so the position of your enemy on your screen was "false" (with false i mean, your client, the server and the opponent were "desynced") all along, thats why you "missed".
@reconzerohttps://gabrielgambetta.com/client-side-prediction-server-reconciliation.html
a bit more "in depth"
yea and you are right, the internet isnt that good of a place for fast paced shooters anymore.
May it be bcs of congestion or other stuff.
For instance , lots of providers have firewall rules set on specific ports to cope with things like the "getStatus" DDOS attack which was used on Q3-Engine Servers.
This can lead to massively dropped packets if your gametraffic matches the fingerprint , bcs the Firewall doesnt know, oh is this real game traffic or does somebody abuse a gameserver for a denial of service attack. The packets look literally the same to the firewall, hence you game suffers.