Caratinoid wrote...
.458 wrote...
This game has a forced vsync, so no matter how fast your video is, it will lower if your monitor rate drops. On most flat screen LCD types, this means 60 fps. I've noticed in the load screens it locks to 30 fps.
About host calculations...not all of this is done in host. Most of what you mention is indeed host only. Rules as to whether you were capable of hitting or getting hit depend on the host. Rules to where you can be are on the host...this is why there is rubber-banding in lag, your computer is getting set back to what the host thinks you are.
There is a small amount of information that IS dependent on the off-host though...fine aiming comes to mind. When you set up that head shot, there is no way it would work if there were a quarter second or half second delay from the round trip to the host. Frame rate will have a profound effect on how easy it is to fine-aim, and thus a small part of the game (but an important part) does indeed get modified by a fast frame rate.
Also, if you use warp or throw, and it tracks to the target but does no damage, this proves the animation is off-host while actual impact rules are host-only. Animations are always local to the off-host. FYI, this is why a network can lose an event and animations like throwing a grenade appear to work but it doesn't actually do anything (consider that as long as you have a grenade in inventory, it will always work...host will never disagree without a major network failure).
There is another case I speculate about, and not sure of. That is the case of whether hits to a target with some weapons can be a "glancing" blow, thus causing less damage. It does not seem possible that a bullet type weapon could have a partial damage or reduced damage without this rule...and with network lag, damage seems to sometimes be reduced even if the target is hit. So it seems that possibly a glancing blow is considered, and that this is host-dependent, while fine aim like a head shot is off-host dependent.
Hit testing on enemies is performed off host.
Hit testing on players is performed on host.
Are you sure this is 100%?
The wierd occurrance I am trying to understand is when the host has a partially laggy client. It seems to effect even folks with good connections. Case in point I play with a group of friends, all within California and Nevada. One of us would typically leave, leaving a space for one pug. Given the hours we play we get a kiwi, ausy, or someone from asia as a PUG. When that person joins, our regular host becomes a slightly better killing machine. I am downed a lilttle more than when playing with my friends purely on the west coast. I also get the I was in freaking cover, when he shot me. Yet host didn't change, just a different client.
I also was playing with stardusk once. Only played with him once, we have a common friend. But I really hope I never play with him again. Host was also in california, but when he joined the match for me it went completely south. Everything became supper laggy. My connection to our common friend has always been a little laggy, but when he was playing I never got hit, but wasn't hitting squat. Given it was a reaper match, I ended up sitting out a number of waves. I couldn't get hit, but the invisible banshees were out for my blood, and sync killed me every round.
And to answer your questions. I play at 60FPS consistently its vsync'd to my monitor so it caps it there. There is also an older laptop which is only capable of around 30-40FPS. Surviablility is definately easier when using the laptop. But because the screen is smaller, its harder for me to actually hit things when shooting.
Modifié par Daihannya, 28 janvier 2013 - 12:14 .