Titus Thongger wrote...
didn't someone test that higher latency affects this weapon's ability to time travel
I know, and I looked up that old thread. It's here:
The Crusader: Much worse at higher frame rates.
There are a number of problems with all of the conclusions drawn in this thread.
(1) I'm not convinced ammo counters are precise or guaranteed to be accurate within one frame.
(2) MaxShine is at half-precision due to only capturing 30 fps even though playing at 60 fps (he should have captured all frames, or lowered game speed, for a valid analysis).
(3) Incorrect assumptions - because we were (for some crazy reason) thinking that the gun fired according to a location before the one you fired at, we were looking at the pictures incorrectly. The way the gun
actually works is that it takes your aiming data at the precise moment you fire, but then calculates impacts from that firing vector a whole 0.1 seconds later.
Knowing this now, we can reanalyze both sets of pictures.
Ty and Sirian's 60 fps tests are unfortunately unavailable. That said, they get at least the value that I anticipate, and frankly I'm only going to get an even larger delay if anything.
Ty and Sirian's 30 fps tests incorrectly assume the trigger pull was in "Frame 2" instead of "Frame 1" based on ammo counter. If we reanalyze with the trigger pull at frame 1, we get at 4 frames at 30fps, which comes out to 0.133 seconds.
MaxShine makes the same mistake. The trigger was pulled no later than frame 2 of his test, but possibly as early as frame 1. Hit detection was in frame 6. That means we have at least 4 frames of delay, which again is at least 0.133 seconds.
tl;dr looking for the wrong thing gave red herrings, watching for the wrong markers (ammo counter) and also relying on video data is inherently unreliable, and loss of precision means that a single value off gives two very different answers.
Ty, Sirian, MaxShine, forgive me for trashing your analyses
Modifié par Dunvi, 14 août 2013 - 07:12 .