Lol. FPS games would be [u]unplayable[/u] without lag compensation.
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MW1 and MW2 both had no lag compensation. Both were amazing and people actually died when you shot them. I have 100mb download/15mb upload internet and Destiny "punishes" people for having good internet. Meanwhile people with red bars run around wrecking people while being near invincible...
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There were fps multiplayer games before they implemented the lag compensation. They should do it the old way: have a server list and pick the ones with the best ping for you. Most people won't remember this but you used to actually have to lead your target for a kill, now you just aim it directly at them. I liked and was better at the old way personally.
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Ok so maybe I should be a little more specific. There have been some really bad FAILS when it comes to lag comp Namely [url]http://en.wikipedia.org/wiki/Call_of_Duty[/url] which had some of the worst lag deaths I have ever seen...
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I don't think you understand. Lag comp may result in some bullshit from time to time, but the bullshit that would ensue without it far outweighs the bullshit caused by it.
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That is a pretty grandiose statement to make and not give any details. You a network/server tech/developer or are you just making baseless assumptions?
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I'm assuming you're speaking from experience here... Please discuss a little further for those interested in the details.
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Edited by Dr Torso: 7/12/2014 6:21:50 PMYou want me to explain lag comp? Here, I found this online: [quote]Everything that happens in the game, already happened. What do I mean: Let's say a player is moving from point A to point B: A---------->B The problem is: When we see them at point A, they have already moved to a new position: call it X A----X----->B The system/host knows they are at point X, but that information has not reached us yet. If the lag was reduced (matchmaking?) the difference (in position and time) between A and X would be minimal... So what do we do? Well we shoot at A. If the lag is not too bad*, the system says: player you were shooting at A but we know the player is at X and you are lagged by "xxx seconds" so we will award you the kill if we (the system) says yes the player was where you were shooting xxx seconds ago[/quote] The enemy is at X, but you see them at A. Without lag comp, you shoot at A and nothing happens.
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Thanks for the post