Here is a small video with attack prediction across all weapons. Now, I'm emulating a small bit of ping and forcing 5% packet loss between server and client. This video shows how sync correction somewhat fixes most desyncs that occurs. You will notice some oddities but this is absolute extreme cases, 5% packet loss is way too much. By standards for internet connections, 1% is alot and a problem.
Things you will notice, weapon will stop firing randomly, and this is due to the client syncing up with the correct information, his ammo and attack time.
Sometimes I'm firing in bursts, this is an oddity that occurs when packet loss just literally screws with you; and then only way to fix it is to respawn. My theory is that the server didn't tell the client to stop firing at some point a few times as well as the client sending attack time information to the server. The chances of this actually happening on a real game are almost none.
Link to this comment:
All Comments (0)