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by kevinfat
1239 days ago
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Question why is rollback networking good for games? To play devil's advocate with the lag hidden wouldn't this lead me to make decisions without considering the possibility that the opponent has already made a decision that is opposite of the prediction I'm seeing is. With no rollback code then I feel the lag and can properly make decisions based on not only what I see right now but the exact amount of lag I'm feeling. How I play the game should be adjusted based on the latency of the lag. With rollback that feedback of the latency is hidden. |
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The problem is that leading the shot has two side effects: 1. what you shoot at in game isn't what you're hitting on the server, (you shot a player, but dirt kicked up from the ground several feet in front of them) and 2. some gameplay mechanics rely on accurate replication.
If you throw a grenade at a player and "lead the shot" maybe it sticks to them on the server. It kills them.
But on your side, it missed because you personally lag compensated, stuck to a vehicle, and now the vehicle blew up instead and flew off a cliff.
Now the game sends back updated entity positions and the vehicle and its occupants are back on the ground and everything just snapped for you.
You can rewind game state and make it not visible to players, then run hit calculations and do things like kill players and destroy objects without snapping.
Proper lag compensation implementations make it such that infrequently do you actually notice lag, even in exceptionally poor connection environments.