Halo: Reach Forum
This topic has moved here: Subject: For the Love of God Bungie Use Client Side Detection
  • Subject: For the Love of God Bungie Use Client Side Detection
Subject: For the Love of God Bungie Use Client Side Detection

Client-side detection allows for all people in the game to have host powers instead of only the server VS The current server-side detection where only the host has powers, it makes for fairer matches. Please consider this for Halo:Reach.

[Edited on 07.29.2009 6:18 PM PDT]

  • 07.29.2009 6:17 PM PDT
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What do the side-effects include?

  • 07.29.2009 6:28 PM PDT

Not a tree

Posted by: SierraM187
What do the side-effects include?

And who's the targeted consumer?

  • 07.29.2009 6:37 PM PDT

"This reduces latency problems, since there no longer will be a delay between input and feedback due to network ping times. However, it also introduces a desynchronization of the client and server game states, which needs to be handled to keep the game playable. Usually, the desync is corrected when the client receives the updated game state, but as instantaneous correction would lead to "snapping", there are usually some "smoothing" algorithms involved."
-From Wikipedia

EDIT:
Posted by: Black Bird Flu
Posted by: SierraM187
What do the side-effects include?

And who's the targeted consumer?


Target Consumer is irrelevant to this discussion, the suggestion is to create a better game experience for all.

[Edited on 07.29.2009 6:47 PM PDT]

  • 07.29.2009 6:40 PM PDT
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Posted by: D PALMERIZER
However, it also introduces a desynchronization of the client and server game states, which needs to be handled to keep the game playable. Usually, the desync is corrected when the client receives the updated game state, but as instantaneous correction would lead to "snapping", there are usually some "smoothing" algorithms involved."
-From Wikipedia


That is probably why Bungie won't use it :\

  • 07.29.2009 6:42 PM PDT

Posted by: SierraM187
Posted by: D PALMERIZER
However, it also introduces a desynchronization of the client and server game states, which needs to be handled to keep the game playable. Usually, the desync is corrected when the client receives the updated game state, but as instantaneous correction would lead to "snapping", there are usually some "smoothing" algorithms involved."
-From Wikipedia


That is probably why Bungie won't use it :\


Works fine when they use it for specific weapons on Warhawk for PS3.

  • 07.29.2009 6:53 PM PDT

Posted by: SierraM187
Posted by: D PALMERIZER
However, it also introduces a desynchronization of the client and server game states, which needs to be handled to keep the game playable. Usually, the desync is corrected when the client receives the updated game state, but as instantaneous correction would lead to "snapping", there are usually some "smoothing" algorithms involved."
-From Wikipedia


That is probably why Bungie won't use it :\

Look at games like Shadowrun or QuakeWorld, they use client side detection, but they work just fine.

[Edited on 07.29.2009 6:59 PM PDT]

  • 07.29.2009 6:54 PM PDT

Posted by: D PALMERIZER
Posted by: SierraM187
Posted by: D PALMERIZER
However, it also introduces a desynchronization of the client and server game states, which needs to be handled to keep the game playable. Usually, the desync is corrected when the client receives the updated game state, but as instantaneous correction would lead to "snapping", there are usually some "smoothing" algorithms involved."
-From Wikipedia


That is probably why Bungie won't use it :\

Look at games like Shadowrun or Unreal Tournament, they use client side detection, but they work just fine.


Does UT use it for the 360 version? Cause I heard the 360 version is inferior in terms of connection.

  • 07.29.2009 6:55 PM PDT

Sorry i meant to say QuakeWorld.

[Edited on 07.29.2009 7:00 PM PDT]

  • 07.29.2009 6:59 PM PDT
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Posted by: D PALMERIZER
Posted by: SierraM187
Posted by: D PALMERIZER
However, it also introduces a desynchronization of the client and server game states, which needs to be handled to keep the game playable. Usually, the desync is corrected when the client receives the updated game state, but as instantaneous correction would lead to "snapping", there are usually some "smoothing" algorithms involved."
-From Wikipedia


That is probably why Bungie won't use it :\

Look at games like Shadowrun or QuakeWorld, they use client side detection, but they work just fine.

No offense, but nobody plays those games.

See where this is going?

  • 07.29.2009 7:01 PM PDT
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"Rise and shine Mister Freeman. Rise and----shine." -Gman

Posted by: D PALMERIZER
Posted by: SierraM187
Posted by: D PALMERIZER
However, it also introduces a desynchronization of the client and server game states, which needs to be handled to keep the game playable. Usually, the desync is corrected when the client receives the updated game state, but as instantaneous correction would lead to "snapping", there are usually some "smoothing" algorithms involved."
-From Wikipedia


That is probably why Bungie won't use it :\

Look at games like Shadowrun or Unreal Tournament, they use client side detection, but they work just fine.
I believe Halo 3 does use client side detection.

  • 07.29.2009 7:02 PM PDT

Posted by: Demache
Posted by: D PALMERIZER
Posted by: SierraM187
Posted by: D PALMERIZER
However, it also introduces a desynchronization of the client and server game states, which needs to be handled to keep the game playable. Usually, the desync is corrected when the client receives the updated game state, but as instantaneous correction would lead to "snapping", there are usually some "smoothing" algorithms involved."
-From Wikipedia


That is probably why Bungie won't use it :\

Look at games like Shadowrun or Unreal Tournament, they use client side detection, but they work just fine.
I believe Halo 3 does use client side detection.


They probably use it to a certain extent, but from what I've seen they aren't using it as effectively as some other developers.

[Edited on 07.29.2009 7:04 PM PDT]

  • 07.29.2009 7:03 PM PDT
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"Rise and shine Mister Freeman. Rise and----shine." -Gman

Yeah, now that I think of it, Halo 3 would have to use client side detection. Otherwise, when your lagging, you would not be able to move. Without CSD, your game will wait for the server to respond, and then show the results, so the server and clients are always in sync. However, with CSD, if you lag, you'll keep moving regardless and then people start jumping around erratically, since your console and the server are out of sync.

  • 07.29.2009 7:07 PM PDT

Posted by: Tibetz
Posted by: D PALMERIZER
Posted by: SierraM187
Posted by: D PALMERIZER
However, it also introduces a desynchronization of the client and server game states, which needs to be handled to keep the game playable. Usually, the desync is corrected when the client receives the updated game state, but as instantaneous correction would lead to "snapping", there are usually some "smoothing" algorithms involved."
-From Wikipedia


That is probably why Bungie won't use it :\

Look at games like Shadowrun or QuakeWorld, they use client side detection, but they work just fine.

No offense, but nobody plays those games.

See where this is going?

That's funny because I always go to Shadowrun whenever I get frustrated and sick of host gods superpowers on halo 3.

[Edited on 07.29.2009 7:34 PM PDT]

  • 07.29.2009 7:32 PM PDT
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Halo 3 uses CSHD, which is why you get sniped through walls/can still snipe someone in a laggy match

  • 07.29.2009 7:39 PM PDT

But im saying they should use it more so to the point where you have the advantage over host.

  • 07.29.2009 7:53 PM PDT

Here’s what Luke had to say about the differences in treatment between the Spartans and Elites in Reach:

“Instead of piece-by-piece customization like the Spartans, Elite customization is a full model swap with models selected from the various Elite classes appearing throughout the Campaign. There are all kinds of reasons for this, not the least of which is our continued emphasis on the Spartan as your identity in Reach.”

Red Faction guerilla uses this for Sniper Rifles and Railgun hit detection.

  • 07.29.2009 9:03 PM PDT