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#1
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Ping is the response time between your client and the server. FPS is the speed that it takes pixels to render from your video card to your monitor. OP is trying to measure reaction time in ping from different computers with unknown relation to the geographic location of the hosted server when all he's got is FPS. OP dismisses obvious flaws as "rubber banding" when in reality almost everything you see from the movement of other characters not your own fall under rubber banding. It's not precise. The server does not monitor the position of your character. That is 100% client side (which is why warping in MQ works). Your client sends updates to the server, and the server shares those updates with other players, so the locations are no longer accurate by the time the other players receive them. You ever sent a tell in guild chat at the same exact time of somebody else? It shows up first on your screen, but it shows up in a different order from someone else. Why? Because your chat was displayed client side without interaction from the server and chat from everybody else had to go from your client to the server to their client. OP spent 2 months producing a 30 minute video based on the flawed assumption that he could measure reaction time frame by frame when there's literally nothing to keep the players locations synchronized in real time. When measured against an admitted cheater, Stunningly's reaction time lost. Therefore Stunningly must be a cheater, right? | |||
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#2
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Online games are not nearly as accurate as they may appear to be. Generally we use what is called interpolation for the location of any player that is not your own. This means another player's movement on your screen is actually calculated purely on your own client in between movement packet updates. We basically just take the last know speed and direction of that player, and assume they are still going in that direction and at that speed until we get the next update. When everybody's latency is low, you don't really notice interpolation happening, because the time it takes to receive the next movement packet is so low. Any minor discrepancy between your client's interpolation calculation, and the actual location of the player is going to be unnoticeable. "Rubber Banding" occurs when there is a considerably long time between movement packet updates. Lets say it took 1 full second between movement packet updates. That means for a full second, all of the other players were simply moving in the last known direction they were going, and at the last know speed. Lots of changes in speed and direction can occur within one second, which is why you will see the "rubber banding" player teleport to a different location. Interpolation will never be a magic bullet to solve this issue, because we can't actually see into the future to know what you are going to do next. All we can do is predict, and hope you have a good internet connection[You must be logged in to view images. Log in or Register.]
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#3
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All we can ever have is evidence not proof and assuming no methodological or calculation errors in that presentation then the author has moved the bar from something like 99.9% to 99.999%. If you set the bar at 100% then you have asked for the bar of proof to be set so high nobody can ever achieve it. This is bad for a server that promises a fair raid scene and impartial staff. (I'm not saying that staff are not these things just pointing it out) Everyone here including Vanquish should have a vested interest in the server maintaining its integrity. As stated in the video, this kind of analysis in speed running is done with direct input logs of when buttons were pressed. The devs of the server presumably don't have access to that level of information about the users of p99. For this server to have any integrity in the raid the burden of reasonable doubt not absolute proof needs to be used. If we use the burden of reasonable doubt then the accused look guilty af. That being said, I'm bias so if you want to prove it wrong go poke actual objective holes in his analysis instead of hand waving lag from the monitor to the whatever whatever whatever. Provide a counter example where you use his methodology and produce provably honest reaction times that contradict his claims.
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Sincerely,
His Lizardliness, Spacepope the first. - 60 Leezard Grandmaster ~ Proud Former Leader of <Kittens Who Say Meow> ~ | |||
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#4
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Isn't that all OP provided here? Some false correlations and hand waving? The only thing supporting his point of view that what he's saying is true is that he wants it to be true. I don't have to prove anything false. His argument is fucking bullshit, and the fact that GMs haven't made any changes based on the video indicates to me that they agree. Quote:
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#5
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__________________
Sincerely,
His Lizardliness, Spacepope the first. - 60 Leezard Grandmaster ~ Proud Former Leader of <Kittens Who Say Meow> ~ | |||
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#6
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![]() I support LAN Party racing!
__________________
Stunningly Endowed - 60 Shaman
Specialty - 60 Bard Anihilation - 60 Monk Seized - 60 Cleric Astounding Pounding - 51 Druid | ||
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#7
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![]() anyone remember back when like 90% of the blue server was using MQ2, so many people that they couldn't ban us all, so they stripped us of all coin on our accounts and removed 10% of our xp?
Good times. | ||
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#8
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#9
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![]() Guy tries to use simple data, people either say wow get a life or why can't you calculate the airspeed velocity of an unladen swallow? Either way when all that kael races boil down to is time off the line it's really exciting and skill based stuff.
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#10
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__________________
Stunningly Endowed - 60 Shaman
Specialty - 60 Bard Anihilation - 60 Monk Seized - 60 Cleric Astounding Pounding - 51 Druid | |||
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