[ik vind zelf dat dit in /14 thuishoort vanwege het wiskundige karakter, maar move maar als 't moet]
stond een vraag op een forum:
stond een vraag op een forum:
mijn antwoord (min of meer een spontane gedachtenkronkel):Ok i know it is supposed to be very important with sending others players your location so it doesn't look lke ur teleporting all over.But when i play vietcong when my ping is extremely high everything seems to run very smoothly with everyone seen walking not floating and going through walls.But then when my ping is extremely low people will be teleporting from in front of me to my back and sum how knifing me.Can sum1 please give a reason why this may be?
die lui daar zijn i.h.a. niet te snugger/geinteresseerd om me te corrigeren wat betreft gemaakte fouten in het bovenstaande, dus ik dacht ik vraag het hier...klopt dit?in general, the movement of other characters is created from interpolating subsequent network packages containing actual positions. without it, and say, a ping of 100, you'd have opponents running around at 10fps (higher ping -> lower fps). The movement which is displayed whiel waiting for the freshest package is predicted by extrapolating the previous movement.
moonwalking/floating/pseudo-wallhacking players are caused by the interpolation screwing up or catching up to make up for a bad prediction.
Now the next two situations should be seen from a server's point of view. it doesn't do interpolation, it just passes thru actual locations:
situation 1: u have ping = 100, all others have ping = 10.
in this situation, the location of all others is 10 times as accurate as yours. so whenever a package containing locations is sent to you, you get accurate information, which is quite "on-time" too, a 10ms max difference with you latest "package-time".
situation 2: u have ping = 10, all others have ping = 100.
in this situation you will either receive far less location-packages, or double ones, as the other players will only have fresh information available every 10th time you request for it. This means that your client has to do more interpolation and prediction, which means, more chances to screw up