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.
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?
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.
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.
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.
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.