Skip navigation

FORUMS_

17216 Views     179 Replies
1 ... 4 5 6 7 8 ... 18 Previous Next 17216 Views 178 Replies Latest reply: Feb 23, 2013 3:52 PM by Thegreatfett RSS Go to original post
  • fletch360 Novice 125 posts since
    Nov 9, 2011
    Currently Being Moderated

    ZERO To do with the consoles... It's crap on all of them.

    Mildly better on PC from what I am hearing.

  • Ss78_ Apprentice 839 posts since
    Sep 21, 2012
    Currently Being Moderated

    Dyn4mics wrote:

     

    I doubt it's the netcode. There wouldn't be any packet loss in a private match between players on the same console, would there?

     

    Would it more likely be an engine problem? Perhaps trying to squeeze everything into the game all while achieving 60fps puts too much stress on dated technology.

     

    This is all heresay of course. I'm no expert, and am going on my limited knowledge/research. Can't hurt to throw out the idea for those that know more to elaborate on though.

     

    Message was edited by: Dyn4mics

     

    The reason I say gamecode/netcode is because it's multiplayer and whether it's splitscreen/lan/wan the passing of the information regarding player location/camera location/player animation is all multiplayer related.

  • djtn Apprentice 552 posts since
    Sep 24, 2011
    Currently Being Moderated

    maccabi wrote:

     

    djtn wrote:

     

    maccabi wrote:

     

    djtn wrote:

     

    maccabi wrote:

     

    want to know what causes that "delay" nothing there isnt a delay at all you arent seeing a delay all you are demonstrating is the differences in point of view due to the field of vision.

     

    What? FOV doesn’t have anything to do with the delay in animations. Well unless one resolution is different from the other, taking longer to render.

     

    I don't get what you're implying here Mac. Could you elaborate a little?

    there isnt a delay in animation both that video i replied too and muffins latest fail both highlight a field of vision disparity NOT a delay.

     

    ok easiest way to explain what im on about..

     

    You ever peered at someone from an upstairs wndow as they walk along? you can see them but they cant see you same princible applies here, and as i said even local there is always a slight delay.

     

    So when someone is crouched behind an object, that you're standing in front of, looking in that direction and they pop up, FOV keeps you from seeing them for 60+ frames?

     

    Wow

    dont twist what i was refering too please

     

    I was refering to the videos which were of supposed delays when viewing other players from an oblique angle.

     

    Oh. No twisting here- just trying to clarify.

  • Dyn4mics Novice 251 posts since
    Dec 12, 2012
    Currently Being Moderated

    That's exactly what I'm saying. If you haven't been around for the earlier games, you wouldn't know any better and would think the game is playing fine.

     

    By your video submission this game is clearly flawed.

  • Ss78_ Apprentice 839 posts since
    Sep 21, 2012
    Currently Being Moderated

    Michael2223 wrote:

     

    Well, that video I posted was from a guy playing offline splitscreen, So I doubt it's the netcode. I think the ping a player has to the host is just adding to this "camera delay", Which has already been proven by this video:

     

     

     

     

    So it must be some faulty code or certain calculations not being calculated right

    Yeah that video and the other one you provided do raise some concerns.

  • Michael2223 Newbie 11 posts since
    Nov 14, 2012
    Currently Being Moderated

    Yep, And that's EXACTLY why they don't even bother adressing, let alone fixing this problem.

  • darkwitness Novice 345 posts since
    Dec 14, 2012
    Currently Being Moderated

    i think it was talked about in a post on mw3 and personally this is what I think is the issue, something to do with the smoothing code that was added to the engine.

     

    I am not the most technical person but if you can find the post it makes a lot of sense and he says the coded was added in the past games which leads me to believe it was not always there, hence some of the past cods played better and didn't have this issue.

     

    look it up.

  • Dyn4mics Novice 251 posts since
    Dec 12, 2012
    Currently Being Moderated

    It is multiplayer related, but on the same console and via lan ping is insignificant, Which leaves a fundamental flaw in some other code in the game.

  • Michael2223 Newbie 11 posts since
    Nov 14, 2012
    Currently Being Moderated

    Multiplayer only makes the delay worse, it's definitely there when playing offline, I even experience this while playing against bots, But it's not as severe as in multiplayer where the amount of ping gets added to this "offline delay"

  • Dyn4mics Novice 251 posts since
    Dec 12, 2012
    Currently Being Moderated

    Interesting line out of a quick netcode search:

     

    Good hit registration and Bad hit registration may not be seen by some people, but having fluctuating fps under the ticrate of the server can cause it even if you dont see it.  If anything else the person with higher steady fps than the ticrate will have an advantage over the low fps player.  So all those people that say you can play HL with low fps true you can cause lag compensation will compensate for the updates you dont receive and make it feel like really smooth play.  But youre going to have more times where you miss then a person pegging at a higher fps.

     


    Source: http://www.jason35.com/netcode.htm

1 ... 4 5 6 7 8 ... 18 Previous Next

Actions

Bookmarked By (1)