I think they have changed lag comp settings because I'm getting hit detection issues.
I think they have changed lag comp settings because I'm getting hit detection issues.
Hmmmm Any official word as to what they did?
Not calling you out, just stating that I've noticed nothing bad at all (on Xbox360)
Looks like playing cod in the US is a completely different experience than in Europe. Wonder if the pro players would be so good in the UK
What a shocker. Why can't they leave it alone ?
Any update relevant or not and everyone always cries foul as soon as they have a few bad games.
Hard at work on the next game![]()
Also after having some idiot last night playing a Boeing HDMI spec video during the game there is no option to mute people in game.
Spawning directly infront of the bad guy and getting murdered instantly is awesome too.
lulwut?
You do know that the engine runs independently from the rendering right? e.g. Well known games like CSS with their underlying server "tick" rates and Street Fighter with a fixed 60hz engine rate regardless of the frame rate.
1. Sample clock to find start time
2. Sample user input (mouse, keyboard, joystick)
3. Package up and send movement command using simulation time
4. Read any packets from the server from the network system
5. Use packets to determine visible objects and their state
6. Render Scene
7. Sample clock to find end time
8. End time minus start time is the simulation time for the next frame
Each time the client makes a full pass through this loop, the "frametime" is used for determining how much simulation is needed on the next frame. If your framerate is totally constant then frametime will be a correct measure.
I read it was just to make operations a little more informative:
http://www.charlieintel.com/2013/11/09/new-patch-v-1-03-for-ghosts-released-for-ps3/
http://developer.valvesoftware.com/...asic_Architecture_of_a_Client_.2F_Server_Game
Render Scene is part of the client frame loop.