Technical solution to eliminate desync in single-player sessions
Scrotie is right. Given the same inputs, you should expect the same output.
That being said, their client-side prediction is obviously borked. And again, client-side prediction is not needed in the first place if the server just acts as a referee. |
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"No, it was an experimental result which supports your hypothesis. "No amount of experimentation can ever prove me right; a single experiment can prove me wrong." — Albert Einstein When Stephen Colbert was killed by HYDRA's Project Insight in 2014, the comedy world lost a hero. Since his life model decoy isn't up to the task, please do not mistake my performance as political discussion. I'm just doing what Steve would have wanted.
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" Rhys_GGG doesn't give 2 hoots about your system, have you even been reading what he has been posting. He said, and this isn't paraphrasing, that your system is unreliable and unsecure, and there are plenty of gaps in your system " Uh no, he is implying that you don't know what you are talking about and your system is crap |
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Rhys_GGG would not have made numerous replies if he didn't feel that there was some substance to the proposal. How often do the devs reply to 'desync posts'? There is obviously something different about this one.
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"Have you considered the possibility that it might have less to do with your ideas, and more to do with your attitude? When Stephen Colbert was killed by HYDRA's Project Insight in 2014, the comedy world lost a hero. Since his life model decoy isn't up to the task, please do not mistake my performance as political discussion. I'm just doing what Steve would have wanted.
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" I think both of these predictions will almost never be accurate enough to even matter. So why bother trying? It is much much easier to predict hit/miss chance. I'd just go for to let the client do all the calculations by itself, server-synchronize on mob death. Server can easily predict average time that a client will need to kill a monster, so cheater checks are actually not that big of a deal. " Actually, desyncs are not even remotely the same experience for any given two machines. It's not like we are in the same room, our IP routing paths differ, our ping fluctuates and is not somehow synchronized etc. I really don't feel like both clients could ever see the same distorted (or desync'ed) game state. It really looks like server predictions are a totally different beast from client predictions one. |
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" If you mean his stubborn attitude, you would have gained the same amount of replies in your respective thread. |
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" No the reason why he is replying is because he is calling out bullshit on what you are saying, and he wants to explain to the general public how desync works. More importantly, he wants to make sure that the public aren't being deceived about what desync is, which is precisely what you are doing Its evident from his posts, i.e. what he is actually saying, that he is claiming that you have no idea what you are talking about, and that your idea is a load of horsebull If you think that just because he posts in this thread thats its validation of your idea, then I have to say you have very naive attitude of how stuff works Last edited by deteego#6606 on Nov 20, 2013, 8:53:22 AM
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I have supported my proposal with white papers, code, and detailed explanations to each and every query. I have adapted the solution to the meet the needs of GGG and their constraints. There is only so much I can do to help with the desync problem, and im doing my absolute best.
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he replied for educative reason, not because he's convinced that your proposal has a chance to solve anything.;
And sometimes discussing about a bad idea may raise a real good idea afterwards. IGN TylordRampage
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