Bug Tracker – Bug 847

Projectile prediction

Last modified: 2012-05-23 21:37:40 CDT
Bug 847 - (ARRAY(0x6400c78)) Projectile prediction
Projectile prediction
Status: NEW
Product: Odamex
Classification: Unclassified
Component: Server & Client
(old) 0.6-dev
All All
: P1 normal
Depends on:
  Show dependency tree
Reported: 2012-05-23 21:37:40 CDT by dewww
Modified: 2012-05-23 21:37 CDT (History)
0 users

See Also:

proof of desync (260.22 KB, application/x-7z-compressed)
2012-05-23 21:37:40 CDT, dewww

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Description dewww 2012-05-23 21:37:40 CDT
Created ﷒0﷓
proof of desync

Projectile weapons currently lack any prediction in unlagged. This creates a dichotomy when playing high ping games. Hitscan weapons are fixed to be powerful and usable for everyone regardless of ping, while projectile weapons are constantly desynced even client-side due to lag, making them even less useful in comparison. This means current Odamex 1on1 favours hitscan weapons too much, at least in games involving high-pinging players.

I believe the visual client-side lag that keeps projectiles in sync with server reality is more disruptive to players' perception than "fake" non-synced projectiles that go through enemies or hit "thin air". It is easy to mentally disregard the misses, but it is off-putting to deal with selective lag for certain weapons that includes a delay between pressing fire and projectiles appearing or outrunning your own plasma shots.

Attaching a demo of this effect at 120ms ping. You need chill3.wad.