@SerOlmy said:
@kraken2109 said:
Why would you want tons of input lag in what's supposed to be a competitive fps?
This is a very big exaggeration in most cases. When v-sync is done properly the equivalent latency for buffering a frame is only 17ms. Which IMO if you are playing on a decent server with sub-50ms ping is basically no noticeable. I will grant you, that if it isn't coded properly you can get the syrupy input lag that you see in some games. But the majority of the time you wouldn't notice it. I play TF2 with v-sync on and have ZERO issues topping the scoreboards on a regular basis as sniper.
It's sad when people post like they know what they are talking about when they actually are clueless.
First off, 17ms of input lag and 50ms ping are completely unrelated.
When you have 50ms ping, your input is not behind; movement and your controls are not delayed. Different games have different ways to compensate for ping delay. Some games favor full client sided hit detection which regs your shots on your screen without referencing the server's values. Some are fully server sided (which is worse for aimers) as it checks the server's location for the enemy player's hitbox and is not in relation to their playermodel. Most games that are server sided use interpolation, like hitbox prediction, lag compensation, etc.
One method is backwards reconciliation with unlagged style netcode
When you shoot someone the server moves the person you shot to where you saw them when you fired. The server then checks if the player you shot was actually there and compares the timestamp to when you shot vs their position in the history. This is a very good tradeoff in the netcode, a shame few games have good netcode like this. CPMA does with cg_laghax, cg_xerpclients.
Some newer fps games are using combinations of all of these e.g Loadout. The netcode is extremely good, you can play on 200 ping fine and there isn't much death behind cover. Feels like a client sided netcode with server reconciliation since I have not noticed any desync.
Your shots regardless will register later on their screen regardless of the method used.
Back to what you were saying, 17ms of input lag feels horrendous. All your movements, all your aiming is delayed by 17ms. Any decent gamer would find that unacceptable, and the fact that you reference pubs in tf2 is hilarious.
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