Hi all!
This is old idea about, how to make latency(ping) equal during play between 2 players on server. Of course we have compensation lag netcode, but it's not all that we can do for lag compensation.
The idea is to make lag artificial.
Example: 2 players playing duel with ping 20 and 50. One of them call vote
/callvote netbalance
If another player accept it, server look at pings and compare them. Then he send command to player with 20 ping client to make artificial latency of 30. After that pings was 50 and 50 on both sides.
How it works and how it may be realized in QL code you can see on this video animation.
http://www.youtube.com/watch?v=TIsFWld9Xsw
We must ask ID Software for this strong feature. All wins in ZOTAC for example becomes more legitimate.
This is old idea about, how to make latency(ping) equal during play between 2 players on server. Of course we have compensation lag netcode, but it's not all that we can do for lag compensation.
The idea is to make lag artificial.
Example: 2 players playing duel with ping 20 and 50. One of them call vote
/callvote netbalance
If another player accept it, server look at pings and compare them. Then he send command to player with 20 ping client to make artificial latency of 30. After that pings was 50 and 50 on both sides.
How it works and how it may be realized in QL code you can see on this video animation.
http://www.youtube.com/watch?v=TIsFWld9Xsw
We must ask ID Software for this strong feature. All wins in ZOTAC for example becomes more legitimate.
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