Forum Discussion
This is a common problem of lag that plagues all online MP games since the beginning of time, more or less 😁
All online games have it, but the competitive ones are where it's most noticeable and it's unlikely to ever go away until the internet gaming & communications technology has big advances in the future. There are many factors involved, so while it may get slowly better if they can improve the coding, it will never go away.
Play PvE games where the AI is local to your machine. But even then, your cpu will take the hit due to all the AI calculations going on behind the scene, even though there's no internet lag in such situations.
In the past (a few decades ago), when networking wasn't as advanced as it is now, server-side lag compensation was pretty much non-existent. If an opponent was lagging, you'd have to attempt to predict where the enemy was going and then aim at where your target would be after for example half a second, for the server to accept where you were shooting. It was either that, or you'd have client-side validation, but that would end up being very vulnerable to cheaters modifying what they'd send to the server (or even worse to another player in a peer-2-peer configuration).
These day there's these hybrid models, where the client can report what the player did, but the server still has to validate whether these things could have happened. To prevent gameplay that's full of stutters the client can't always wait for the server to keep up. So the client is, within limitations, allowed to proceed, even if that carries the risk that some actions need to be reversed if the server validation decides that you couldn't have done those things.
If the server validates that the enemy has killed you, there may still be some delay before it reaches the client. That's why a player can end up dead, even after they've managed to get behind cover. The only real solution is to minimize the delay. You'll run into some inevitable physical limits, such as the time it takes for information to be sent between the server and the clients. So you could optimize the amount of information you need to send, or you could enforce strict ping limits that would prevent people from joining servers that are too far away. You could also increase the tick rate of the server, so it can communicate the information more frequently.
All of these options do have potential downsides that are quite significant. So it's not an easy problem and I would expect only incremental improvements at best. But who knows, maybe it's some kind of server performance issue that I didn't account for, which could potentially improve the situation quite a bit.
- BigShottt3 months agoSeasoned Ace
Yep, hehe... I can recall the days of playing Quake on the "Edge" map with my friend during the mid 90's where there was only dial-up available.... and having to "lead" your target, which basically meant needing to aim & shoot many feet ahead of where you thought your target was heading, lol.
Back then ping times of 300-500+ were very common...and whoever hosted had a huge advantage over connected clients.