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Showing content with the highest reputation on 03/26/2022 in Posts

  1. Hey guys, It's been a while now that I've noticed a "bug", and I must not be the only one, on the frostbite map concerning the garage spawn. It happens when you are axis and you choose to spawn in the garage (Axis garage) during the warmup. Once the warmup is over and the map actually starts, you will spawn in the initial spawn (Axis barracks) no matter what. As if the choice was not taken into account. On the other hand, once the map is started, the bug does not occur anymore for the following respawns. You'll agree, it's not a big deal, just a little annoying. Anyway, cheers!
    1 point
  2. It might be due to the fact that ETL2 runs on snaps/sv_fps "40" and ETL1 on "20" value. Higher snaps value improves the hit registration (to make it simple, it's something like 64 vs 128 tick in CS:GO or Valorant). So the hitreg on ETL2 will be always better, not mentioning the higher load on ETL1 which makes players lose packets, etc. ETL1 can't run on snaps "40" because the load is too big (too many players).
    1 point
  3. Red spikes in the lagometer indicate your ET client is missing/dropped packets. It could be due to any number of network related issues occurring along the path from the game server to your computer. I personally would not play a multiplayer FPS game over wifi (which is subjected to interference) to avoid what Lost experienced. I believe the infamous hitbox issues have been mostly addressed in ETL. There is also a suggestion in ETL's project page to implement capsule hitboxes (used in Quake Champions) that can better approximate the player body shape so that the apparent size of hitboxes on screen doesn't vary depending on where the target is facing. The 'getting shot from behind a wall' effect is due to how antilag works. What actually happened is that you were already hit before you ducked into cover, and the hits registered late for you. With antilag, the server maintains a history or timeline of where every player is and every shot taken in a a short time period. The server then performs something called 'reconciliation' that resolves each hit in this time window and then updates every client of the result. This introduces a bit of delay in order to make the game somewhat fairer and far more playable at higher pings. Without this, players would have to lead their shots, in proportion to their ping times. Maybe there is something about the calculations involved that makes 90ms players particularly hard to hit. The following video provides a nice visualisation of this process: https://www.youtube.com/watch?v=6EwaW2iz4iA
    1 point
  4. Can't speak for the rest as I play with around 200ms ping. I do experience this weird inconsistency as well. There are times where my shots would land as I expect and my accuracy would be unreal (for this ping anyway). Then there are those times where every other enemy player (not just those with good strafing skills) seem to glide past my bullets and the blood splatters show up far behind my target. It's all down to a combination of relative skill, play style, antilag implementation, frame rate, frame lag, input lag, and network lag. The sentiment from scrim players is that ETL's antilag system is better than ETPro. Bullets land where they should and headshots are much easier to land. After playing on the Hirntot ETPro server, I have to agree with them. Perhaps you can watch the shape of the lagometer graph to get a feel of the consistency of the network lag. A flat bar indicates a very stable ping and considered good: firstly, the game client can predict and render the enemy position more accurately; and secondly, hit sounds arrive at a consistent rate so you can micro-adjust your crosshair as you track the enemy's head. Frame latency is an interesting issue. Recently, I noticed that just having Firefox running in the background makes the graphics jerkier and laggier, even though my FPS counter is stuck at 200. Even though we have powerful computers in 2022, we have everyday apps like web browsers that use GPU acceleration for graphics which can compete with the game for rendering resources. For reference, I have an AMD Ryzen 3800X (8-core) and an AMD RX6900XT card. Play style is worth mentioning here. If you get into good positions and catch the enemy unaware from the side or from behind, your accuracy will improve dramatically as enemies are not strafing and firing back at you. I hope you can continue to find enjoyment regardless and stay for a while
    1 point
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