In the end there is always going to be a compromise. or you can die out in the open because the server would not let you move (server side lag compensation). You can die behind cover but never have your movement restricted (client side lag compensation only). ![]() This is why microstuttering a such a huge issue in games with server side lag compensation. If this is not done the high ping player will never be able to land a shot on a fast moving lower ping player as the server will always nullify the shot. ![]() The issue with server side lag compensation is that once you implement it, you are required to let the server have a say in the location of any moving object in the game. The fact that xmpp ping magically got fixed for 4.17 is epic indirectly stating that they've fixed the underlying ping process. PUBG started out with 4.14 and upgraded to 4.16, both version do not have a working ping process. ![]() It was only until unreal engine 4.17 did epic fixed the issue that broke the ability to obtain a ping from their game engine. Looks like upgrading to 4.20 may not bring about as dramatic of an improvement as I once anticipated. I am surprise to see so much improvement across the board for pubg despite having yet to upgrade the unreal engine from 4.16. ![]() Battle(non)sense is on point on all things.
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