Earlier quoted context omitted.
This strategy is commonly referred to as being in the class of “latency hiding” as it doesn’t actually improve latency, it just allows you to reduce apparent latency. In practice it’s still useful but I think it’s mainly useful because it allows for local input to be buffered significantly less than if you were to compensate for lag by adding buffering only. However, that is not always useful. It is mainly useful in…
LoL is not using lockstep. Lockstep has two big disadvantages for a competitive game. Tt requires both client to have the full game state to run the simulation, which makes creation of maphacks trivial. The second issue with lockstep is that if one player is lagging, all players are lagging, which is also not something you'd like to have in a fast paced competitive game.
Riot Games: Artificial Latency for Remote Competitors
141–150 of 160 posts
Re: Riot Games: Artificial Latency for Remote Competitors
#142Earlier quoted context omitted.
I really dislike games which rewind state based upon latency. It penalizes people with good ping and can lead to very weird game states where a large rollback can cause teleportation of a laggy player as seen by non laggy players. Team Fortress 2 is particularly bad where high latency players can teleport around or you can shoot and hit a laggy player but it doesn’t register by the server due to a rollback. Some play…
every game in existence where you can shoot at someone by simply clicking where they are either uses lag compensation or clientside hitreg, it's simply impossible to get around this also players only teleport around on your screen in tf2 if you set your cl_interp very low
Re: Riot Games: Artificial Latency for Remote Competitors
#143Earlier quoted context omitted.
`tc` would give you non-deterministic microbursts that would be hard to quantify as to whether they impacted competitive integrity. This is an incredibly complex problem if they actually care about millisecond level precision in small duty cycles.
Are you saying that Linux's packet delay function is imprecise? Can you link to more information about this?
Now consider on top of the fact that there are more buffers than just the `tc` buffers involved. This leads to non-linear, non-deterministic fluctuations in latency performance when bursting occurs.
tc is purpose-built to shape throughput, not for tuning precision latency.
(for some context: traffic shaping is a big part of what I work on in my day-to-day helping build and run a wireless ISP)
Re: Riot Games: Artificial Latency for Remote Competitors
#144Earlier quoted context omitted.
The difference was .01 seconds. It's not immediately obvious that there is a problem.
>The difference was .01 seconds. It's not immediately obvious that there is a problem. in games you really feel ping differences if you were playing e.g for a year on 5ping and then jumped on 30, then you'll feel that in games like LoL and probably CSGO? idk about the second one.
Re: Riot Games: Artificial Latency for Remote Competitors
#145Re: Riot Games: Artificial Latency for Remote Competitors
#146Earlier quoted context omitted.
I’m guessing that even SC2 uses lockstep, as (in some cases) I’ve seen one person lag because their opponent has a spotty connection.
This is independent of lockstep vs. predictive and more to do with topology. SC2 (and most RTSs) are peer to peer, there is no server game state, just two clients that synchronize to each other. In that case, one client lagging will absolutely effect another. Also in that case, its incredibly difficult to not have both clients simulating full game state. Prediction could mitigate that (and possibly does, even in sc2)…
Re: Riot Games: Artificial Latency for Remote Competitors
#147Earlier quoted context omitted.
>The difference was .01 seconds. It's not immediately obvious that there is a problem. in games you really feel ping differences if you were playing e.g for a year on 5ping and then jumped on 30, then you'll feel that in games like LoL and probably CSGO? idk about the second one.
LoL is actually a slower game. in CSGO ping is even more important.
Re: Riot Games: Artificial Latency for Remote Competitors
#148Earlier quoted context omitted.
LoL is not using lockstep. Lockstep has two big disadvantages for a competitive game. Tt requires both client to have the full game state to run the simulation, which makes creation of maphacks trivial. The second issue with lockstep is that if one player is lagging, all players are lagging, which is also not something you'd like to have in a fast paced competitive game.
Maybe I'm just a fuddy-duddy, but for me there's no room for remote competitors in a serious competition. Either it all happens on the same LAN or its just playing for funsies.
Re: Riot Games: Artificial Latency for Remote Competitors
#149Earlier quoted context omitted.
I really dislike games which rewind state based upon latency. It penalizes people with good ping and can lead to very weird game states where a large rollback can cause teleportation of a laggy player as seen by non laggy players. Team Fortress 2 is particularly bad where high latency players can teleport around or you can shoot and hit a laggy player but it doesn’t register by the server due to a rollback. Some play…
While the exact logic TF2 uses leaves a lot to be improved, you absolutely need this kind of lag compensation. Without rewinding any amount of latency results in having to aim where an enemy gamer will be by the time your packet reaches the server instead of where they are on your screen. If you remember before they patched the Pyro class you had to aim significantly in front of players because the flames weren't lag…
Re: Riot Games: Artificial Latency for Remote Competitors
#150Earlier quoted context omitted.
RNG already have an advantage when they are allowed to play remotely from the comfort of their home. Yes it's not the team's fault they can't travel but it is what it is. There's another tournament in 6 months. There's a reason this Frankenstein ping is unheard of in bigger esports.
> RNG already have an advantage when they are allowed to play remotely from the comfort of their home Can you provide any clear evidence that indicates this is an advantage?