this post was submitted on 24 Jan 2025
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It's always been useful in figuring out if you need to lead or trail a target more in a shooter, but all these modern shooters have taken that bit out of the scoreboard.

Checking out The Finals and for the first few games, I thought it used projectiles for the guns because I hit more often shooting ahead of moving targets, only to find they are indeed hitscan and hit better when actually looking directly at the dude when nobody is lagging.

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[–] [email protected] 3 points 1 day ago* (last edited 1 day ago)

It just adds to player frustration with no benefit to 99% of the player base who wouldn’t do anything with that information anyway

The other 1% would do a trace route anyway

Though I do appreciate knowing which server to join

[–] A_Very_Big_Fan 42 points 2 days ago* (last edited 2 days ago)

If the game's net code is good, you shouldn't have to lead or trail. But yeah, it's annoying not being able to see it.

Perhaps they don't want you to know how shit their servers are lol

[–] toe 30 points 1 day ago

Because they hired UI/UX people who aren’t very technical and they told them that red numbers and technical jargon makes people sad.

So the product manager who’s never played the game decides to drop it along with anything else the UI/UX and Marketing people say they don’t like.

The actual developer and artists argue otherwise, but they get told that they’re “not the target market”, because they have… opinions.

So they release the game and nobody buys it. The product manager then shifts from talking about day 1 sales to how they’re influencing the industry and the game’s success will be felt wider than just sales figures while quietly finding another project in its infancy to attach to.

The UX/UI people are floating in the company so they’re already on the new project saying that “umm ya’know I don’t really get… modding or servahs”

The developers are told the failure is their fault and they need to fix it and the artists are told to come up with 6 new character designs that are contractually sourced from the latest collaboration with Peppa Pig and have strict requirements where Peppa Pig can’t be shown in the same room as Sal the big mean butcher at the same time.

And that’s the story of Concord.

(and why you don’t get pings anymore)

[–] [email protected] 16 points 1 day ago

Probably for the same reason modern cars don't have an oil pressure sensor these days. Too many users don't know how to parse the information.

[–] capuccino 1 points 1 day ago

Has been a while since the last time I played a modern multiplayer game due my low spec laptop, It's always a new world to me every time that I'm able to play something new, because I can see how nowdays games have tamed the gamer with almost everything

[–] [email protected] 1 points 1 day ago* (last edited 1 day ago) (1 children)

This drives me nuts in The Finals as well. I also really want to know what my opponents' pings are, because sometimes it feels like they're exploiting the unlagged netcode with high ping. Edit: And don't give me a little 3 bar signal strength graph - I need numbers.

FYI also in case you didn't know, the sniper rifle for light in The Finals is hitscan up to 40m away, then after that it has travel + bullet drop. This was introduced in a patch about 6 months ago. (I don't think the Pike for medium is hitscan at any range.... someone correct me though)

[–] TwanHE 1 points 20 hours ago

Pike is hitscan, as is any actual gun except the ks and sniper.

But i don't think just showing ping will fix anything within the finals with how shit the servers have become over the last updates.

[–] AlphaOmega 6 points 1 day ago (1 children)

Good games do. Playing Marvel rivals, it has ping, network meter, etc

[–] Psythik 2 points 1 day ago (2 children)

I want to enjoy this game but I just can not wrap my head around all the heroes and their abilities. There's way too many of them.

Which is odd, because I didn't have much issue figuring out Overwatch during the open beta back in 2016. Am I just getting old in my 30s, or is Marvel Heroes legitimately more complex than OW was back then?

[–] [email protected] 2 points 1 day ago

It's the kind of thing you just learn over time as you play. It can be pretty brutal early on tho.

It could be worse- first MOBA I really got into was Smite and there's ~130 characters in that game.

[–] AlphaOmega 2 points 1 day ago

I hear you. It's worth a play, but there are 30ish heroes all with some what unique abilities and counters. It can be overwhelming..

[–] edgemaster72 7 points 1 day ago

If I can see that it isn't lag then how am I supposed to blame lag when I fuck up?

[–] [email protected] 2 points 1 day ago (1 children)

Di you know that on windows, the resource monitor will show latency for all tcp connections?

[–] capuccino 1 points 1 day ago* (last edited 1 day ago) (1 children)

wouldn't be able to see only yours?

edit: sorry, i was thinking on an client-server arch where the server is not your pc

[–] [email protected] 1 points 21 hours ago

It just lists active tcp connections and their stats including latency. But as someone said most games need in-server support for timing as they use udp

[–] [email protected] 6 points 1 day ago (1 children)

I can't think of a game that doesn't have it, unless you mean for your teammates and opponents? That seems like an obvious way to reduce toxicity, and avoid giving info to people trying to DDOS their opponents. Modern games you don't need to lead or trail your shots based on latency, if it hits on the shooters screen it will hit. this is often called "favour the shooter".

[–] [email protected] 3 points 1 day ago

It looks like The Finals doesn't, but I think most other games do.

[–] [email protected] 5 points 1 day ago* (last edited 1 day ago)

There's still a way to do it but it's convoluted compared to if they'd just add a damn resource monitor into the game itself.

If you still care about figuring out your ping: this comment on reddit from a year ago tells you how to find your games server IP, from there you can just fire up command prompt and hit with ping -n 100 <IP/Adress> This should return your ping and packet loss with the server.

[–] [email protected] 5 points 1 day ago (1 children)

It used to be the first thing you checked on 56k.

Hold tab for the score and stats, see if your pingtime was under 350, and crack on.

There was a certain art to playing as an HPB, especially when ISDN or leased lines were the domain of the rich and famous... and students.

These days, it seems that anything over 30 is... suboptimal, and only single digit pingtimes are good enough for competitive non-LAN play.

That said, before multiplayer was centralised, you checked the server pingtime before joining the server. Private servers seem to be a dying breed now.

[–] [email protected] 4 points 1 day ago

That said, before multiplayer was centralised, you checked the server pingtime before joining the server.

Scrolling through servers on CS:Source trying to find one that wasn't pinging harder than my anxiety... Those were the days.

[–] [email protected] 5 points 1 day ago (1 children)

Probably UX designers decided that's too difficult and confusing for most users

[–] [email protected] 2 points 1 day ago* (last edited 1 day ago)

I guess most users (and by extension, UX designers) are maroons

[–] [email protected] 5 points 1 day ago

Because modern audiences don't ask for it.

[–] KammicRelief 4 points 1 day ago (1 children)
[–] [email protected] -1 points 1 day ago (1 children)

It's not exactly modern, and it also doesn't even really matter much. You're not trying to hit anyone (well, not most of the time anyway) and since everything is server side, you'd visually see who is lagging. Either you're rubber banding, or the other players are. lol

[–] cevn 3 points 1 day ago (1 children)

Uhh. It matters a lot. When someone hits the ball and your client thinks it went one way then the server thinks it went the other way, the ball will rubber band. Over the course of a match tens of such events can add up and cost the game. Try playing at 150 vs 8 ping.

[–] [email protected] 1 points 1 day ago* (last edited 1 day ago) (1 children)

How often does a dude lagging that hard actually manage to hit the ball? Be real. They can't even see what the fuck is actually going on, let alone use it to their advantage.

[–] cevn 2 points 23 hours ago

Its more about being a disadvantage when you are the one lagging.

[–] AdrianTheFrog 2 points 1 day ago* (last edited 23 hours ago) (1 children)

Yes, the game should account for latency as much as it can, so a conscious decision to lead or trail probably won't help. It's more useful for debugging sort of purposes imo, like figuring out if your network is slow or if it's just the person you're playing against.

[–] [email protected] 2 points 1 day ago* (last edited 1 day ago) (1 children)

How it helps in knowing to lead or trail comes from knowing how much time delay to add or remove from the target so it actually counts as a hit. If I am low ping and my target is high ping, I'm gonna want to trail the target as they will be slightly behind where I am actually seeing them. If they have low ping and I have high ping, I need to aim a bit ahead of them because they are further along than what I see (though because it uses projectiles, I'd still have to lead a moving target).

It really depends on the kind of hit detection used. In totally client side hit detection, like Battlefield, as long as I can see them I can hit them by having my bullets hit what I see. But if the game is server side detection, like Counter-Strike, knowing everyone's latency is a huge help.

[–] Leuthil 0 points 1 day ago* (last edited 1 day ago) (1 children)

Counter Strike has pretty cool networking code where the server will rollback the simulation based on your latency, to see if you would've hit based on your own interpretation of the world as at your time, so no, even in Counter Strike, you shouldn't need to lead. That being said, there are limits. It's not going to work properly if your latency is 1000ms. Also in CS 2 they improved this even more because they do sub tick simulation to be even more precise.

[–] [email protected] -1 points 1 day ago* (last edited 1 day ago) (1 children)

Have you ever actually played the game? Or any online game for that matter? If you have 30 ping and the dude you're shooting has 150, you're gonna have to shoot slightly behind what you see. As good as the net code is, there is still a slight difference between what the client sees and what the server sees. The interpolation they use is one of the reasons why you don't see the other player where they actually are. It tries to guess where they will be to smooth out their motion instead of coming in bursts like an older game such as Quake would be, and it's never quite perfect because there is literally a delay between what they do and when that information gets to the server, and then back to you. Knowing how much of a delay there is (IE the latency) actually is useful.

[–] [email protected] 2 points 1 day ago (1 children)

Pretty much any game newer than Quake 3 uses what I referred to as unlagged, which is now known as backwards reconciliation or lag compensation. You only need to shoot where you actually see the player to be.

[–] Leuthil 1 points 8 hours ago

I probably didn't do a good job of explaining it, but this is exactly what I meant. Cheers.

[–] HollowNaught 1 points 1 day ago

Very common in Blizzard games. Didn't know for years that they had no servers in my country, it finally made sense as to why I had bad connection at the best of times

[–] motor_spirit 0 points 1 day ago

download gamespy man

[–] Tolstoy 0 points 1 day ago

And even if they show the ping it's often a lie... Best example is Diablo 4 half a year back... In-game showed around 60ms when in reality it was like more than half a second +

Network tools showed always at least triple the amount the game tried to let you believe.

IMO publishers and devs are using shortcuts and trying to hide it...