Games H1Z1’s Player Base Has Declined by 91% Since PUBG and Fortnite Took Over |
- H1Z1’s Player Base Has Declined by 91% Since PUBG and Fortnite Took Over
- DOOM 1.1.1 patch for Nintendo Switch adds motion controls, fixes audio issues
- Battlefield 1 Apocalypse launched today; bringing 6 new weapons and 5 new maps
- Monster Hunter: World sold an estimated 652,614 digital copies in its first three days in Japan
- Hackers have turned the Nintendo Switch into a functional Linux tablet
- Total War: ROME 2 - Desert Kingdoms Announce Trailer
- METAL GEAR SURVIVE Launch Trailer | Konami
- The Enter the Gungeon devs have given a status update on Advanced Gungeons & Dragons
- The Station - Launch Trailer
- Orbonne Monastery (FFT) stage being added to Dissidia NT in late March
- Mods are coming to Cities Skylines Xbox One Edition
- Elite Dangerous: Beyond - Chapter One (Free update) | Release Date Announcement, 27th Feb
- Question regarding networking in FPS games.
- ONRUSH | The Stampede is Coming
- Mega Man Legacy Collection 1 + 2 Switch Announce Trailer
- This War of Mine review from a real surviver. Interesting perspective and personal storys
- Battlefield 1 - Apocalypse Official Trailer
- Assassin’s Creed Origins: The Discovery Tour - Launch Trailer
- Thoughts on current MMOs?
- GMod Stories: Trouble in Terrorist Town - An interview with the creator of the game mode
H1Z1’s Player Base Has Declined by 91% Since PUBG and Fortnite Took Over Posted: 20 Feb 2018 04:32 AM PST |
DOOM 1.1.1 patch for Nintendo Switch adds motion controls, fixes audio issues Posted: 19 Feb 2018 08:10 PM PST |
Battlefield 1 Apocalypse launched today; bringing 6 new weapons and 5 new maps Posted: 20 Feb 2018 03:51 AM PST |
Monster Hunter: World sold an estimated 652,614 digital copies in its first three days in Japan Posted: 20 Feb 2018 03:07 AM PST |
Hackers have turned the Nintendo Switch into a functional Linux tablet Posted: 19 Feb 2018 03:50 PM PST |
Total War: ROME 2 - Desert Kingdoms Announce Trailer Posted: 20 Feb 2018 07:06 AM PST |
METAL GEAR SURVIVE Launch Trailer | Konami Posted: 20 Feb 2018 06:56 AM PST |
The Enter the Gungeon devs have given a status update on Advanced Gungeons & Dragons Posted: 19 Feb 2018 11:11 AM PST |
Posted: 20 Feb 2018 12:24 AM PST |
Orbonne Monastery (FFT) stage being added to Dissidia NT in late March Posted: 20 Feb 2018 06:52 AM PST |
Mods are coming to Cities Skylines Xbox One Edition Posted: 19 Feb 2018 01:54 PM PST |
Elite Dangerous: Beyond - Chapter One (Free update) | Release Date Announcement, 27th Feb Posted: 20 Feb 2018 06:31 AM PST |
Question regarding networking in FPS games. Posted: 20 Feb 2018 03:19 AM PST So there's one thing about the networking in shootergames that I don't quite understand. A lot of people experience it without knowing what it is and normally blame it on lag compensation or tickrates which have, to my understanding, nothing to do with that. So if you watch any of the netcode analysises of Battle(non)sense, it seems to be pretty common that movement delay is generally higher than shot delay. I always would've loved to know why exactly that's the case but this again also isn't my question. What this mostly results in is the popular peeker's advantage. Peeker's advantage basically means the peeking player has more time to react to what he sees than the defender does. And before anyone comes up with ping, ping is irrelavant in this discussion. It is clear that the defender always suffers more from ping than the peeker does. Actually the peeker isn't really affected by ping at all. But if we just imagine a LAN server with 1ms, peekers advantage is still in place. In CS on a LAN server, you can prefire onetap people who never saw you rounding the corner. And the only plausible explanation for me would be that shot delay is shorter than the movement delay which results in the server sending the information of the shot faster than the information that you moved to peek the corner which then again results in the defender being shot from a position that the peeker didn't even reach yet. For illustration: http://gfycat.com/GentleBlankGlowworm So now comes my question... (which is only relevant if what I said before is true, if not, please enlighten me) Why on earth has no FPS dev team ever considered to bring the shot delay on par with movement delay (by increasing it manually by like 10-40ms)? Is it impossible to calculate? Would it feel disgusting client side (if the hitreg is server side)? [link] [comments] |
ONRUSH | The Stampede is Coming Posted: 20 Feb 2018 06:46 AM PST |
Mega Man Legacy Collection 1 + 2 Switch Announce Trailer Posted: 19 Feb 2018 08:46 AM PST |
This War of Mine review from a real surviver. Interesting perspective and personal storys Posted: 19 Feb 2018 02:50 PM PST |
Battlefield 1 - Apocalypse Official Trailer Posted: 20 Feb 2018 06:48 AM PST |
Assassin’s Creed Origins: The Discovery Tour - Launch Trailer Posted: 19 Feb 2018 09:19 AM PST |
Posted: 19 Feb 2018 03:09 PM PST Hey all, recently my friend group and I have been looking for an MMO to play when summer comes around and since none of us have really played any, at least within the last however many years, we could use some input. I've done a bit of research and the only two MMOs that really caught my eye were
Obviously these aren't the only two MMOs out there but as someone who is pretty uninvolved with the genre I could use some input. My biggest questions are:
Thanks everyone. [link] [comments] |
GMod Stories: Trouble in Terrorist Town - An interview with the creator of the game mode Posted: 19 Feb 2018 10:32 AM PST |
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