Originally posted by phalanx
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To Epic: Latest beta overlooks several key issues
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Originally posted by bclagge View PostI assume that's just lag.
This bug has been around since UT2004, though I definitely don't think it was as prevalent. Maybe just not as noticeable, considering it appears to be projectile-related and UT2004 was dominated by hitscan.
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Since the netcode has been substantially improved I am guessing you guys will notice fewer of these "0 damage" situations. It would all come about from the client seeing his opponent in one place, appearing to take a hit when he actually hadn't, but in 2.0 pawn position updating has been improved, meaning what you see on screen should be more reliable. I have heard quite a few reports that online matches feel considerably more responsive now, I am willing to bet this will improve people's perception of not only the avril but sniper and shock feel as well..
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Originally posted by Bersy View PostSince the netcode has been substantially improved I am guessing you guys will notice fewer of these "0 damage" situations. It would all come about from the client seeing his opponent in one place, appearing to take a hit when he actually hadn't, but in 2.0 pawn position updating has been improved, meaning what you see on screen should be more reliable. I have heard quite a few reports that online matches feel considerably more responsive now, I am willing to bet this will improve people's perception of not only the avril but sniper and shock feel as well..
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Here is a list of stuff relevant to the netcode:
Networking bandwidth use optimizations.
Improved prioritization of actor replication.
Improved network pawn position update smoothing using mesh translation.
Improved dynamic netspeed system based on player counts.
Don't dynamically adjust listen server client netspeed above max client has requested (for modem clients).
The most likely key fix being in bold..
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