It’s always been useful in figuring out if you need to lead or trail a target more in a shooter, but all these modern shooters have taken that bit out of the scoreboard.

Checking out The Finals and for the first few games, I thought it used projectiles for the guns because I hit more often shooting ahead of moving targets, only to find they are indeed hitscan and hit better when actually looking directly at the dude when nobody is lagging.

  • Leuthil@lemmy.world
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    2 days ago

    Counter Strike has pretty cool networking code where the server will rollback the simulation based on your latency, to see if you would’ve hit based on your own interpretation of the world as at your time, so no, even in Counter Strike, you shouldn’t need to lead. That being said, there are limits. It’s not going to work properly if your latency is 1000ms. Also in CS 2 they improved this even more because they do sub tick simulation to be even more precise.

    • 🇰 🌀 🇱 🇦 🇳 🇦 🇰 ℹ️@yiffit.netOP
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      1 day ago

      Have you ever actually played the game? Or any online game for that matter? If you have 30 ping and the dude you’re shooting has 150, you’re gonna have to shoot slightly behind what you see. As good as the net code is, there is still a slight difference between what the client sees and what the server sees. The interpolation they use is one of the reasons why you don’t see the other player where they actually are. It tries to guess where they will be to smooth out their motion instead of coming in bursts like an older game such as Quake would be, and it’s never quite perfect because there is literally a delay between what they do and when that information gets to the server, and then back to you. Knowing how much of a delay there is (IE the latency) actually is useful.