• ShaunaTheDead@kbin.social
    link
    fedilink
    arrow-up
    17
    ·
    1 year ago

    Very simplistic TLDR now every action will be timestamped and when the server processes a tick it will play out the actions it receives in order and decide if any actions should be ignored, like for example if that player should have actually died before pulling the trigger.

    I always thought that’s how CS:GO servers worked, but apparently not! It seems pretty obvious and a very good solution that solves all of the problems between 64 tick and 128 tick servers in the past. Valve just continues to be a pretty amazing innovator in the world of gaming, you love to see it!

    • PenguinTD@lemmy.ca
      link
      fedilink
      English
      arrow-up
      9
      ·
      1 year ago

      But, Valve literally pick up and implement what Overwatch did and input buffering is not new as well since Rocket League used it for a long time, also partially thanks to Overwatch dev if you watch Psyonix’s GDC talk. So yeah, many game dev does innovate through out, and don’t credit everything when Valve implement what other did and maybe make other improvement along the way. That’s how everyone improve, by learning from each other.

    • Chewy@discuss.tchncs.deOP
      link
      fedilink
      arrow-up
      3
      ·
      edit-2
      1 year ago

      Agreed, it’s a good system and is more accurate than 128tick, even though it’s not perfect. E.g. the client still only shows the muzzle flash on the next tick, so up to 16ms after the shot was actually fired [1]. This is probably one of the reasons some people can tell the difference between 64 and 128tick, as the game might feel more accurate, even though the hit registration isn’t in any meaningful way.

      [1] https://www.youtube.com/watch?v=4jfo6sWhLFs