>  In the lag compensation mechanism, the high-ping players dictates the game 
> world, not the low-ping players.

Actually, the server controls the game mode. The lag compensation mechanism 
rewinds time for players of all ping so that what they see on their screen is 
what they’re interacting with. When you shoot a player, even if you have 5ms 
lag time, the server goes and rewrites history so that what you shoot is what 
you were aiming at. When a player with 300ms lag does the same thing, the 
server rewrites history (just more history) too.

There’s no advantage or disadvantage to be had depending on your ping - in fact 
without lag compensation, players with high ping would be severely 
disadvantaged. What’s happening with lag compensation is not that you were 
sentenced to death 100ms ago, but rather you were running for 100ms based on a 
prediction that turned out to be false - the prediction that nobody killed you 
in that time. Your death is retroactive.

On 12 Mar 2014, at 8:54 am, Jermin Hu <[email protected]> wrote:

> Of course low pingers have a disadvantage. In the lag compensation mechanism, 
> the high-ping players dictates the game world, not the low-ping players. 
> That’s why my opponent only need to focus on what’s happening the screen. If 
> he hits me on his screen, the server would think he hit me.
>  
> My game world doesn’t have the final say, because if it is, I shouldn’t die 
> after I run behind the crate.
>  
>  
> Let’s say the server time now is 100 (unit: ms). Let’s assume itt takes no 
> time for server to process the received packets. That means when the server 
> receives a packet, it can immediately send out the packet containing the 
> processed game world to both players. And both players’ game client can 
> render the received packet right away.
>  
> My ping is 5 and my opponent’s is 45. At 100 the server sends out a processed 
> packet, where I have been running from south to north for 10 ms and my 
> opponent is aiming at me. At 145, my opponent receives the package, his game 
> client uses the packet containing data of what I was doing at 95 to 
> interpolate (predict) where I should be rendered on his screen at 145.
>  
> If I suddenly stopped and started running reversely at 96, his client is 
> unable to correctly predict it, because the packet he received only contains 
> what I was doing at 95 (100-5). His client still thinks that I am running to 
> north. After he hit me on his screen, his client sends the packet containing 
> this information to the server. It arrives at 190, and the server processes 
> and conforms the kill. Then it takes another 5 for the processed packet to 
> reach my computer. At this time (195), I actually have been running south for 
> 99 ms. But in the packet the server sent to me, I am already dead. That is I 
> have been sentenced to death 100 ms ago. The running I have been doing for 
> 100 ms is in vain.
>  
> What a big error! Keep in mind this doesn’t include server processing time 
> and client rendering time yet. And 45 is really not a high ping in my server.
>  
> This is what really happened when I get killed after I run behind the crate.
>  
> If low pingers have the final say, it would be the high pingers who suffer 
> this frustration.
>  
>  
>  
> P.S. I have tried turning off sv_unlag. It turned out to be a bigger mess. 
> Players can hardly hit each other when moving.
>  
> P.P.S. About the calculation of the theoretical max ping. We all know light 
> can travels around the earth 7.5 times in one second. That means every round 
> takes about 1/7.5 = 0.1333 seconds = 133.3 ms. The ping shown in net_graph 
> too is round trip delay. That’s the time taken by a packet to travels to the 
> target computer and back.
>  
>  
>  
>  
>  
>  
> Best regards,
>  
>  
> From: Moritz
> Sent: Wednesday, March 12, 2014 3:15 AM
> To: [email protected]
> Subject: Re: [Csgo_servers] Lag compensation is punishing low-pingers?
>  
> Hey,
> 
> you're always stating that you have a disadvantage. It is not a disadvantage 
> since your enemy has (like you) no control how you are seen on his the 
> screen, and no control how he is seen on your screen. 
> Also, saying you have a disadvantage implies that he has an advantage, witch 
> is false. He has the same window of time than you when anyone peeks, which is 
> what I would consider fair. 
> 
> 
> "I think that as a person who provides (high-quality) servers for the 
> community for free, I shouldn’t receive an disadvantage when playing in my 
> own server."
> Let's exaggerate that: "On my own server I should be allowed to cheat, since 
> there could be chaters that could have an advantage". 
> I'm wondering why should you (or anyone) should have any advantage on your 
> server? In a fair game, no one has an advantage. 
> 
> Now, I can just repeat what I just said: Since nobody has an advantage (It 
> isn't easier for the high-ping-player to hit you!) you don't have any 
> disadvantage. 
> 
> If you really want to fix this, use sv_unlag, but please notify players about 
> this behavior, because it directly affects gameplay. 
> If you think: "People that are closer to the Datacenter should be harder to 
> hit" then you can enable this. 
> 
> I still advice against it.
> 
> Best regards, 
> 
> 
> _______________________________________________
> Csgo_servers mailing list
> [email protected]
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers
> _______________________________________________
> Csgo_servers mailing list
> [email protected]
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers

_______________________________________________
Csgo_servers mailing list
[email protected]
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers

Reply via email to