Does not have anything to do with coding. It is simply because they intentionally avoided using lockstep to mislead people into thinking their P2P model is very fast and reactive. What you see is simply that;
You input command
Your computer immediately displays the execution of that input
But in reality this input has to travel to host, get authorized and then come back to your computer to tell it is good to go
If by the time host received your input, it is already too late to block/parry then the attacks go through, but the block animation was already displayed on your screen.
Path of Exile tried to use that trick for years, they even insisted on not putting lockstep to keep the game *feel* faster and more reactive. It cost them majority of their playerbase due to the desynch caused, and even then they eventually had to change it and add lockstep to the game.
Interesting, I've never heard of this. I'll have to look up lockstep.Originally Posted by Mynban Go to original post
Do we have proof that this is happening in FH? If so, like we needed another reason for dedicated servers...
Yes there is proof, there is a professional network analysis done in February measuring display desynchronization with high speed camera using two high end computers side by side.Originally Posted by Pope138 Go to original post
Result was 110~ms desynch between two displays, where the computer input is given on immediately display the execution of that input and other one (obviously) has to wait for the input to reach and processed. Lockstep prevents this issue since all computers display input at same time including the computer input comes from. Every competitive team based game worth its salt has this inbuilt.
You can find that video on youtube
Cool, I'll check it out. Thanks.Originally Posted by Mynban Go to original post