International Anti Lag
Posted: Tue Aug 18, 2015 9:10 am
The other day i noticed how there are quite a few international players and thier pings are just shy of dialup. Then theres always king of ping A big disadvantage.
So I came up with a solution, since quake is open source and all. I call it intercontinental anti lag. While i don't have the technical ability I do have alot of history on gaming advancements and some programing skills.
Back in the day with halflife TFC and most noteably counterstrike. Pings were much higher for most people, even with broadband, so they implemented server\client side anti-lag where if you shot someone in the head with your client, the server would go back and reconize those hits and kill the player (a 200 ms ping, became very playable). That is to the slight disadvantage of a low ping player, who got pulled back and died.
So heres the difference lets say there were two or more game servers and they compared player inputs to the local server to improve the gaming experience for international players. So the local server would determine weather your shots hit the target within limits like (80 to 160 ms). Heres the best part player movement prediction and correction within limits with the more out of sync it becomes it speeds up the player on the other server and slows down the players client speed. Obviously proximity to walls would reduce prediction and correction.
In addition if servers were hosted where the lowest ping between countries that could further enhance game play.
This multiplayer enhancement would likely be universal and may even help expand the number of players on one game. Think of battle field 2. It may even be worth some money to a game company trying to make a 500 player server.
So I came up with a solution, since quake is open source and all. I call it intercontinental anti lag. While i don't have the technical ability I do have alot of history on gaming advancements and some programing skills.
Back in the day with halflife TFC and most noteably counterstrike. Pings were much higher for most people, even with broadband, so they implemented server\client side anti-lag where if you shot someone in the head with your client, the server would go back and reconize those hits and kill the player (a 200 ms ping, became very playable). That is to the slight disadvantage of a low ping player, who got pulled back and died.
So heres the difference lets say there were two or more game servers and they compared player inputs to the local server to improve the gaming experience for international players. So the local server would determine weather your shots hit the target within limits like (80 to 160 ms). Heres the best part player movement prediction and correction within limits with the more out of sync it becomes it speeds up the player on the other server and slows down the players client speed. Obviously proximity to walls would reduce prediction and correction.
In addition if servers were hosted where the lowest ping between countries that could further enhance game play.
This multiplayer enhancement would likely be universal and may even help expand the number of players on one game. Think of battle field 2. It may even be worth some money to a game company trying to make a 500 player server.