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I’m just a weird, furry, pan guy (cis he/him). I also have a big, blue username.

Currently on Earth for 8 years ensuring steps to unite humanity and usher us into the galactic civilization just so I can see my boyfriend again.

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Joined 2 years ago
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Cake day: July 1st, 2023

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  • Have you ever actually played the game? Or any online game for that matter? If you have 30 ping and the dude you’re shooting has 150, you’re gonna have to shoot slightly behind what you see. As good as the net code is, there is still a slight difference between what the client sees and what the server sees. The interpolation they use is one of the reasons why you don’t see the other player where they actually are. It tries to guess where they will be to smooth out their motion instead of coming in bursts like an older game such as Quake would be, and it’s never quite perfect because there is literally a delay between what they do and when that information gets to the server, and then back to you. Knowing how much of a delay there is (IE the latency) actually is useful.


  • How it helps in knowing to lead or trail comes from knowing how much time delay to add or remove from the target so it actually counts as a hit. If I am low ping and my target is high ping, I’m gonna want to trail the target as they will be slightly behind where I am actually seeing them. If they have low ping and I have high ping, I need to aim a bit ahead of them because they are further along than what I see (though because it uses projectiles, I’d still have to lead a moving target).

    It really depends on the kind of hit detection used. In totally client side hit detection, like Battlefield, as long as I can see them I can hit them by having my bullets hit what I see. But if the game is server side detection, like Counter-Strike, knowing everyone’s latency is a huge help.