Wabbitface wrote:Not only do I have a monitor designed in FPS games in mind, I can tell when things start getting laggy. That being when ping reaches 45+ you can notice your target teleporting right and left when they decide to change their movement and when they shoot their rockets, the animation of the rocket itself appears about half a meter in front of the target instead of from their shooting arm. (This causes problems when you want to dodge in close combat) When pings are higher then obviously these worsen.
Yesh, that's what happens. But... isn't that the definition of delay?
It happens in every game and it's unavoidable. Transferring data, computing data, resending data... all of them take time. With current technology we're not able to make internet connections faster. It takes time for data to register and travel.
45ms is relatively long time for an FPS game. That 45ms mean that for 45ms the server won't receive any new data and will wait for new packets to arrive. Until that time the game doesn't know what the player did in the meantime. He might have moved left. He might have moved right.
Animations in multiplayer video games are getting 'laggy' as ping rises because it's the way games are designed. The point is, some games do their best to make gameplay feel as smooth as possible and others fail to.
Shootmania is one of the fastest games out there, so it's quite obvious that keeping up with everything that is happening - every move a player takes, every mouse movement - make it harder and harder for the server to compute. In the end, the animations get broken, as in close range combat you often move
faster, than the data are collected and stored. That causes sudden 'teleports' or rockets spawning some distance away from the person that shot it.
Obviously such things won't happen in games like Battlefield or whatever. Why? Because the pace in those is WAY slower than in Shootmania and you never find yourself strafing or shooting as fast as in SM. Those games handle animation calculating much better simply because there is not as much data to be received and stored. These games although fail in some other aspects that I spoke about before, proving, that Shootmania handles more complex and faster movements better than games with simplified, slow walking/running/jumping/strafing.
djhubertus wrote:@prom
1. tak na marginesie to zwolnij bo chyba nie wiesz co piszesz.
2. Could you give me your connection speed ?
1. Wiem dobrze co piszÄ™

Po prostu tak wyszło że przez wiele czasu nie chciałem o tym mówić ni pisać żeby nie wychodzić na hipstera który mówi nie gdy każdy mówi tak tylko po to by być odmiennym. Ale w przypadku takich tematów poziom niewiedzy i ignorancji po prostu otwiera mi nóż w kieszeni i nie chcę żeby ludzie pisali bzdury jeżeli nie wiedzą o czym mówią.
/polish
2.
Pile0g00 wrote:However in Shootmania I see "lasers" and rockets hit the player time and time again with no registration. When a player joins with a poor connection everything goes to crap.
This is the whole point of my previous point - prove it. I don't usually see such situations. God knows, maybe I'm wrong? Maybe for other people the whole thing is worse than in my case? Maybe I'm just a lucky guy with good connection that never sees such problems? I'd like to actually see it before I believe it.