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[GI] Respawn's New Game "TitanFall" - Page 2

post #11 of 51
Quote:
Originally Posted by Ch13f121 View Post

What?

Source has some of the best netcode on the market right now.

Try playing an Unreal game with stock netcode where you have to physically LEAD targets to hit them when they're 3 ft in front of you due to no server side hit detection. It's client vs client with no prediction.

Still doesn't deter from the fact that Source netcode is junk. Go to the CS:GO forums in steampowered, countless threads addressing many flaws of the Source engine netcode. The most prevalent one nowadays is how 150+ pingers have an advantage of low ping players because of lag compensation. When you play on LAN, like where competitive tourneys are held, then there obviously wouldn't be any issues that's why it remains highly competitive.

Your post seems to imply that prediction is a good thing, which in most cases it is not. Ever notice playing CS:GO and you get a ghost of the player coming out of a corner a split second before the real player comes out? Server side prediction.

http://www.youtube.com/watch?v=f6iJDao9-UQ

watch closely around :09-:11
Edited by ABeta - 6/6/13 at 9:01am
post #12 of 51
Quote:
Originally Posted by Ch13f121 View Post

Quote:
Originally Posted by Raven Dizzle View Post

Oh great, another source game with crappy netcode. No offense, but the hitreg in valve games scares me away from anything competitive on that engine. On the slim chance respawn does their own netcode tweaking...I may buy.

What?

Source has some of the best netcode on the market right now.

Try playing an Unreal game with stock netcode where you have to physically LEAD targets to hit them when they're 3 ft in front of you due to no server side hit detection. It's client vs client with no prediction.

i loved that biggrin.gif played all UT games and enjoyed trying to kill people by predicting their movements biggrin.gif
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post #13 of 51
Quote:
Originally Posted by JunkoXan View Post

i loved that biggrin.gif played all UT games and enjoyed trying to kill people by predicting their movements biggrin.gif

It's fine with rockets, but with hitscan weapons like machine guns it's a giant load of crap.
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post #14 of 51
kind of confusing at first, I thought Respawn was an EA property. With that said I was trying to wrap my head around EA & source engine and ended up confused and googling lol.

so from checking the respawn website and about their company they have a very impressive staff of highly experienced people. This should be interesting but still Source engine seems a little of an odd choice.
Edited by mtbiker033 - 6/6/13 at 9:25am
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post #15 of 51
Quote:
Originally Posted by ABeta View Post

Still doesn't deter from the fact that Source netcode is junk. Go to the CS:GO forums in steampowered, countless threads addressing many flaws of the Source engine netcode. The most prevalent one nowadays is how 150+ pingers have an advantage of low ping players because of lag compensation. When you play on LAN, like where competitive tourneys are held, then there obviously wouldn't be any issues that's why it remains highly competitive.

Your post seems to imply that prediction is a good thing, which in most cases it is not. Ever notice playing CS:GO and you get a ghost of the player coming out of a corner a split second before the real player comes out? Server side prediction.

http://www.youtube.com/watch?v=f6iJDao9-UQ

watch closely around :09-:11

If done right, prediction can level the playing field between ping times.

Remember how people used to gripe because Gears of War gave you an edge based on how close you were to the host box? GoW doesn't have prediction, it's client side hit detection.

So therefore people with near zero pings were able to shoot and hit what they're aiming at, and people at a distance were unable to do so, having to lead their targets. It pretty much ruined the game. I think they fixed it in GoW 2 or 3.

Timegate's Section 8 had this problem as well. You could be right in front of a guy and would have to lead him if your ping was higher than his.

Source actually reads back and forth a certain amount of frames to determine if a bullet hits or not. It's not client vs client, it's client vs server, and if the server says you hit, you hit. Centralized hit detection at the server is a lot more fair for everyone. It's not perfect, and given the craziness of network connections I don't think you'll ever have rock solid net code, but you can try to make it as fair as possible.

EDIT: If you have 150+ ping on a server then you really shouldn't be on that server in Source. Things get really...weird.
Edited by Ch13f121 - 6/6/13 at 9:36am
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post #16 of 51
Quote:
Originally Posted by Ch13f121 View Post

If done right, prediction can level the playing field between ping times.

Remember how people used to gripe because Gears of War gave you an edge based on how close you were to the host box? GoW doesn't have prediction, it's client side hit detection.

So therefore people with near zero pings were able to shoot and hit what they're aiming at, and people at a distance were unable to do so, having to lead their targets. It pretty much ruined the game. I think they fixed it in GoW 2 or 3.

Timegate's Section 8 had this problem as well. You could be right in front of a guy and would have to lead him if your ping was higher than his.

Source actually reads back and forth a certain amount of frames to determine if a bullet hits or not. It's not client vs client, it's client vs server, and if the server says you hit, you hit. Centralized hit detection at the server is a lot more fair for everyone. It's not perfect, and given the craziness of network connections I don't think you'll ever have rock solid net code, but you can try to make it as fair as possible.

This, very much this. I prefer prediction to having to lead people. It's kinda dumb when not only can you not aim AT someone, but the lead distance is completely dependent on their ping. Worst case scenario here is someone with a spiking ping, as the distance you need to lead them to get hits is constantly in flux.

There never will be a perfect netcode. I think the best you can do is try and give as little advantage to one side or the other on the connection spectrum and hope it works out.
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post #17 of 51
Quote:
Originally Posted by Ch13f121 View Post

Quote:
Originally Posted by JunkoXan View Post

i loved that biggrin.gif played all UT games and enjoyed trying to kill people by predicting their movements biggrin.gif

It's fine with rockets, but with hitscan weapons like machine guns it's a giant load of crap.

i used the sniper rifle, harder than machine guns as machine guns are a spray and pray thing while sniper rifles you got a problem if you miss. biggrin.gif
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post #18 of 51

This game has my attention. I will be keeping my eye on this one.

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post #19 of 51
Quote:
Originally Posted by mtbiker033 View Post

kind of confusing at first, I thought Respawn was an EA property. With that said I was trying to wrap my head around EA & source engine and ended up confused and googling lol.

so from checking the respawn website and about their company they have a very impressive staff of highly experienced people. This should be interesting but still Source engine seems a little of an odd choice.

Respawn's publisher is EA. Just like EA published Left 4 Dead on consoles, etc.

It's not unlikely Respawn bought the Source Engine and is calling it their own engine.. IWEngine and Source engine are much alike, so I bet the team liked that.
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post #20 of 51
Quote:
- Plan to use Microsoft's Cloud for dedicated servers and physics and AI calculations



I won't be buying any game that requires resources I can't provide to play, as that equals buying into planned obsolescence.
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