Re:Fast-Paced Multiplayer (Part I): Client-Server Game Archi...
by gameswithgo on Tuesday October 26, 2021 @06:16PM
(#29007049)
there are fun types of gameplay that can’t happen without client authority. you can make an aimbot either way so it isn’t a huge deal. like you i had a hard time accepting that pubg using client aide hit detection maee any sense, but after playing it a lot and thinking hard about it I changed my mind. That game is all about pixel perfect aiming. Lag compensation wouldn’t cut it.
[ Parent
| on HN ]
Re:Fast-Paced Multiplayer (Part I): Client-Server Game Archi...
by Sohcahtoa82 on Tuesday October 26, 2021 @07:39PM
(#29007834)
https://youtu.be/2Gn2Sixr5Wk
IMO, This is clear-cut evidence that PUBG uses (or perhaps, in the past used) client-side hit checks. Notice there's not even bullet travel time. Just "pop pop" and a target that isn't in sight and never was inside instantly dies.
Re:Fast-Paced Multiplayer (Part I): Client-Server Game Archi...
by blibble on Tuesday October 26, 2021 @07:56PM
(#29007984)
pretty much every game since Half-Life's patch in 2000 uses client side hit detection for hitscan weapons
a few do client side prediction for projectiles too (Overwatch notably)