Command Delay?
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What every programmer needs to know about game networking
1500 Archers on a 28.8: Network Programming in Age of Empires and Beyond
Synchronous RTS Engines And A Tale of Desyncs
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The input lag fix is, simply put, fantastic. Microing an M3 scout car and T70 against the computer just to test it out and I'm thrilled with the results.
Err...there's never been input lag in compstomps
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It was still an annoying issue, that has improved now, no doubt. But the true input lag that destroys the game experience for some players is something different
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Now those frames can be interrupted, so the change should be noticeable too against the AI.
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In other words, if you previously issued a stop order followed by a move order, you would experience a 0.502s delay before the squad moved. This change impacts games against players and the AI. It does not resolve input delay caused by lag however.
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i'm glad that inverse took his time to explain this kind of stuff to us, since he has a lot of coding experience.
now people should have a better understanding on why dedicated servers won't work.
Has nothing to do with coding, bu has a lot to do with basic server knowledge....
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Permanently BannedBy all means, please dont hesitate at all to cut stuff like this if it improves unit responsiveness.
Posts: 600
To clarify, we removed a response delay of 0.251s on stop, move, flinch, and reaction orders. Previously, commands would be queued and delayed until this transition period expired.
In other words, if you previously issued a stop order followed by a move order, you would experience a 0.502s delay before the squad moved. This change impacts games against players and the AI. It does not resolve input delay caused by lag however.
How about fixing the anoying reaction with molotov and riflenade where 1 guy stays behind while the squad proceeds to move? Sometimes I molotov/nade my own dude because of that =)
Posts: 150
How about fixing the anoying reaction with molotov and riflenade where 1 guy stays behind while the squad proceeds to move? Sometimes I molotov/nade my own dude because of that =)
Dunno if it's a feature or a bug, but I hope it will stay in game.
Really good to charge out of cover, and throw a nade while the other squad units find cover.
Posts: 600
Dunno if it's a feature or a bug, but I hope it will stay in game.
Really good to charge out of cover, and throw a nade while the other squad units find cover.
Hmm stupid me never though of using it while in cover and then moving out. Usually for some dumb reason I was doing exactly the opposite
Posts: 1585 | Subs: 1
To clarify, we removed a response delay of 0.251s on stop, move, flinch, and reaction orders. Previously, commands would be queued and delayed until this transition period expired.
In other words, if you previously issued a stop order followed by a move order, you would experience a 0.502s delay before the squad moved. This change impacts games against players and the AI. It does not resolve input delay caused by lag however.
Thanks for this! It was especially noticeable for tanks which would sometimes halt in combat while receiving orders, and then slowly accelerate again, or would not move because more commands had been issued.
Posts: 4559 | Subs: 2
To clarify, we removed a response delay of 0.251s on stop, move, flinch, and reaction orders. Previously, commands would be queued and delayed until this transition period expired.
In other words, if you previously issued a stop order followed by a move order, you would experience a 0.502s delay before the squad moved. This change impacts games against players and the AI. It does not resolve input delay caused by lag however.
Thanks Peter
Posts: 642
A little fun fact: The reason why many animations in games, especially FPS games, seem quicker and snappier, is exactly because of this: Animations that are too long leave less time for player input. Next time you play a game, watch how fast they reload guns, jump, crouch, etc. They are snappy
As far as network lag: CoH2 doesn't have the global numbers to support that. To the point where places like North America and Europe might perhaps benefit, but people in other areas might actually have a bad chance of getting a game (and a laggy one).
It's not even a coding issue, or a broadband issue. If you want perfect games between Europe and Asia, you are going to have to bend the rules of physics, or at last reach warp speed
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