I played ns1 again recently and it feels like the previous shotgun fires the instant you click the mouse and the ns2 one seems ever so slightly delayed. Does anyone know if there is a fire delay?
Feels like a delay exists sometimes for me too. Input lag perhaps? Try enabling raw mouse input..... well.... wait. Does that effect clicks or only mouse motion?
It seems I felt like there was a delay on it as well, but it may not have been the delay from mouse input ---> to weapon firing. It may have been what I noticed was the delay between firing shots. I have a hard time firing in between shotgun shots because there is a longer delay than what I'm used to on when you can fire the next shotgun shot.
I don't notice any other delay on any other weapon.
I do play with vsync on because I can't stand even a barely noticeable screen tearing. I've played with many computers, some with extremely high fps, some with low fps and ones that have a capped fps of 60 on a 60hz monitor where the fps doesn't dip....... I notice screen tearing on ALL of them without vsync. I don't notice any input lag with having vsync on.
Server performance shouldn't effect you firing, afiak.
visually no, but if the server didn't check these types of things, you'd see people firing the grenade launcher like the rifle with infinite ammo.
what the prediction does is when you press mouse1, your game (clientside, not server) tells the server "hey, I want to fire" and it anticipates the "okay" response because that is what should always happen, but if it doesn't... no big deal, all that happens is you see your gun's firing animation and muzzle flash, but it doesn't actually fire.
ever notice how in some games when you get connection problems (ie internet crashes or w.e), you can still move your character around until you time-out? that's the same concept except that because you don't have a connection to the server, it can't respond with yes or no. now, if you magically regain connection with the server, it should teleport you back to the exact position in which you lost connection, as it's the last known location saved on the server.
if your client never asked the server "hey, is it okay if I shoot/move/w.e to this location?" it would allow hackers to more teleport/fire infinitely/fire quicker/ect.
i'm no expert with this shit, it's all based off of what i've read before. hopefully it's easy to read, about to head off to bed
edit: also i have absolutely no idea if NS2 works like this, it's just in every modern multiplayer game i've played.
IronHorseDeveloper, QA Manager, Technical Support & contributorJoin Date: 2010-05-08Member: 71669Members, Super Administrators, Forum Admins, Forum Moderators, NS2 Developer, NS2 Playtester, Squad Five Blue, Subnautica Playtester, Subnautica PT Lead, Pistachionauts
edited February 2013
Yea, i didnt want to get into the long answer turts
@OP: try recording fraps @60fps 1080p with some shotgun firing in darker rooms, then play it back later fullscreen and in the slowest setting possible (use VLC) and you will see how many frames between firing and what you see as muzzle flashes occur, or better yet, your crosshair indicator (which awaits confirmation from server), its quite eye opening.
Nope. Just buffered frames.. i think. Or is that one later? o.0
I just remember this video of the issue being fixed, and then a better solution was implemented more recently. I really can't recall the specifics tho :-/
edit: This all being said, there is a report open regarding a slight input delay in comparison specifically to Quake live, and a developer is currently looking into it.
yea, its hard to notice, but there has always been slightly more delay from mouse click to firing animation in NS2 than on the hl engine or whatever since 9000 builds ago. This may or may not be related to actual rego, i dno.
Comments
Try ensuring raw input is enabled in the options. And disable vsync of any kind.
And no there shouldn't be any delay, should be firing on the same frame, plus or minus one, I forget which.
I don't notice any other delay on any other weapon.
I do play with vsync on because I can't stand even a barely noticeable screen tearing. I've played with many computers, some with extremely high fps, some with low fps and ones that have a capped fps of 60 on a 60hz monitor where the fps doesn't dip....... I notice screen tearing on ALL of them without vsync. I don't notice any input lag with having vsync on.
I'll have to check this when I get off work.
Wouldn't minus one require time travel?
nanites
visually no, but if the server didn't check these types of things, you'd see people firing the grenade launcher like the rifle with infinite ammo.
what the prediction does is when you press mouse1, your game (clientside, not server) tells the server "hey, I want to fire" and it anticipates the "okay" response because that is what should always happen, but if it doesn't... no big deal, all that happens is you see your gun's firing animation and muzzle flash, but it doesn't actually fire.
ever notice how in some games when you get connection problems (ie internet crashes or w.e), you can still move your character around until you time-out? that's the same concept except that because you don't have a connection to the server, it can't respond with yes or no. now, if you magically regain connection with the server, it should teleport you back to the exact position in which you lost connection, as it's the last known location saved on the server.
if your client never asked the server "hey, is it okay if I shoot/move/w.e to this location?" it would allow hackers to more teleport/fire infinitely/fire quicker/ect.
quick google reference
https://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking#Input_prediction
i'm no expert with this shit, it's all based off of what i've read before. hopefully it's easy to read, about to head off to bed
edit: also i have absolutely no idea if NS2 works like this, it's just in every modern multiplayer game i've played.
@OP: try recording fraps @60fps 1080p with some shotgun firing in darker rooms, then play it back later fullscreen and in the slowest setting possible (use VLC) and you will see how many frames between firing and what you see as muzzle flashes occur, or better yet, your crosshair indicator (which awaits confirmation from server), its quite eye opening.
Nope. Just buffered frames.. i think. Or is that one later? o.0
I just remember this video of the issue being fixed, and then a better solution was implemented more recently. I really can't recall the specifics tho :-/
edit: This all being said, there is a report open regarding a slight input delay in comparison specifically to Quake live, and a developer is currently looking into it.