Teras Kasi Archive

Thread: Objects on Your Monitor are Farther than They Appear

Taigei
Sat Oct 04, 2003 11:15 am
#1

Test this: Group with someone and have them put you on /follow and run across flat ground. Once distance between you stabalizes, tell each other what range is showing in your client. Don't be surprised when the person following you at 35m says you are 5m away.


The same problem occurs when chasing a kiting opponent - range is reported differently between the two players' clients, and I bet the server has a different range altogether (probably something between what the two clients are reporting).


I'm presuming the problem can be called latency, and it is probably responsible for rubberbanding, MOB warping, 'Cannot Meditate while Running'and a host of other nuisances which occur without noticable lag. Ping under 100, no packet loss and 20+FPS and yet objectson your monitor are farther than they appear.


Theoretically, distance discrepency has a Doppler-like Effect wherein something moving toward you is closer than it appears.

vortex4
Sat Oct 04, 2003 1:01 pm
#2



MysticTrunks wrote:
What Taigie is showing is a pretty nasty case of this but the exact same premise. It has little to do with the coding and more to do with the strength of the servers and speed of the net at this point.






Nope. The game code is intentionally written to sync (haha, as if it actually does) clients this way. It was likely done like this to cut costs on servers and bandwidth, but make no mistake, the game was written this way on purpose.
VS_Power
Sat Oct 04, 2003 1:18 pm
#3

*wOOOt wOOOt is 1m away from running pistoleer*



target is out of range


target is out of range


target is out of range



you knockdown your opponent



*wooot wooot is standing on top of pistoleers knocked down body spamming hit3*



target is out of range


target is out of range


target is out of range


target is out of range


target is out of range


target is out of range



*pistoleer stands up*



you have been knocked down!



you have been incapacitated by target



you have been slain. requesting clone activation

Taigei
Sat Oct 04, 2003 1:41 pm
#4

I have no idea if it's even technologically possible to eliminate range discrepancies due to latency, but I know at least one person who agrees that the sync coding could be improved. I'm not sure if Raph was talking about a 1sec/6m latency from server to client, but something doesn't add up. I'm seeing consistent range discrepancies in excess of 30m. Until range discrepencies can be vastly improved, 'fixes' for Melee will likely be less-than-sexy balancing changes.
vortex4
Sun Oct 05, 2003 12:39 am
#5

No, the problem is called, "The absolute worst written network code in computer history," and it has been brought up more times than I can remember.

Recently, after months of bringing it up, Koster replied that it is not true, we are lying, and that there is NEVER more than a one second lag between clients and servers. Do a search for "fudge factor" and you will find one or two of the threads he replied in.
MysticTrunks
Sun Oct 05, 2003 12:48 am
#6

Actually Raph said that because of that one second of lag a person can have up toa 6m difference. so between two people, one chasing the other 12m is usually the delay and that's why we can't hit things running. He also mentioned that to counter act this they may up our range to 10m, which will make battle look a bit silly, but it will compensate for thier latency issues.


What Taigie is showing is a pretty nasty case of this but the exact same premise. It has little to do with the coding and more to do with the strength of the servers and speed of the net at this point.




Va'len Grey
Gorath
"Understanding is a three edged sword.
Your side, their side, and the Truth"
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