Quote:
Originally Posted by Samoht
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Yeah, it's nonsense. There is no correlation between ping and FPS.
Ping is the response time between your client and the server.
FPS is the speed that it takes pixels to render from your video card to your monitor.
OP is trying to measure reaction time in ping from different computers with unknown relation to the geographic location of the hosted server when all he's got is FPS.
OP dismisses obvious flaws as "rubber banding" when in reality almost everything you see from the movement of other characters not your own fall under rubber banding. It's not precise.
The server does not monitor the position of your character. That is 100% client side (which is why warping in MQ works). Your client sends updates to the server, and the server shares those updates with other players, so the locations are no longer accurate by the time the other players receive them.
You ever sent a tell in guild chat at the same exact time of somebody else? It shows up first on your screen, but it shows up in a different order from someone else. Why? Because your chat was displayed client side without interaction from the server and chat from everybody else had to go from your client to the server to their client.
OP spent 2 months producing a 30 minute video based on the flawed assumption that he could measure reaction time frame by frame when there's literally nothing to keep the players locations synchronized in real time.
When measured against an admitted cheater, Stunningly's reaction time lost. Therefore Stunningly must be a cheater, right?
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Yup, this is correct.
Online games are not nearly as accurate as they may appear to be. Generally we use what is called interpolation for the location of any player that is not your own. This means another player's movement on your screen is actually calculated purely on your own client in between movement packet updates. We basically just take the last know speed and direction of that player, and assume they are still going in that direction and at that speed until we get the next update.
When everybody's latency is low, you don't really notice interpolation happening, because the time it takes to receive the next movement packet is so low. Any minor discrepancy between your client's interpolation calculation, and the actual location of the player is going to be unnoticeable.
"Rubber Banding" occurs when there is a considerably long time between movement packet updates. Lets say it took 1 full second between movement packet updates. That means for a full second, all of the other players were simply moving in the last known direction they were going, and at the last know speed. Lots of changes in speed and direction can occur within one second, which is why you will see the "rubber banding" player teleport to a different location.
Interpolation will never be a magic bullet to solve this issue, because we can't actually see into the future to know what you are going to do next. All we can do is predict, and hope you have a good internet connection
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