![]() ![]() You know who hosts tournaments, even if they are basically for scraps, on WiFi? Nintendo. I don't, basically none of the HDR team does (at least for WiFi tournaments). "So you care about competitive integrity?" Playing with anybody and giving yourself an advantage is the problem here. You can play with literally anybody, whether that is MkLeo or little Timmy who just got a Switch for Christmas. they also attributed the feature to the wrong plugin, good job random GameBanana user) was advertised to be able to work on quickplay as long as you set the latency in an arena first. The released plugin (which, as a side note, violated HDR license by not including the modified source code. HDR immediately desyncs if the other player in a battle arena does not have HDR installed.Īll of these combined ensure that in any situation where you are able to use the online latency adjuster, the other player(s) are able to use it as well.HDR disables the quickplay button, meaning you cannot play quickplay at all.It was included in the HDR plugin, so it could not be disabled or enabled directly.When we released this for HewDraw Remix (please just call it HDR guys I beg), there were a few things that we had going in our environment that we could, not necessarily safely, but fairly ignore the glaring issues with introducing something like this: Ideally they would be synchronized online to whichever one is higher to ensure fair play, however it's a safe assumption on the Ultimate devs' side of things that the roundtrip ping would be the same between both players and therefore both values of input latency would be identical So why does this matter? This allows players to have different input latency on client side. With those last two values, anything that properly sums to 240ms are valid, meaning one player could have 40ms one-way ping and the other could have 200ms one-way ping. So let's think about what that means if your calculated ping to another player is supposedly 120ms your_ping = 120msĢ40ms = your_ping_to_them + their_ping_to_you So we do the next best thing and average it, the ping you get reported is your_ping = roundtrip_ping / 2 = (your_ping_to_them + their_ping_to_you) / 2 Your_ping_to_them and their_ping_to_you we don't know the value of, only their sum. It means that the ping that you see is calculated via something like this: roundtrip_ping = your_ping_to_them + their_ping_to_you This means that when your ping is calculated, it is calculated as a round trip time between you and the other party. It is not feasible, in a production environment, to synchronize enough information between all parties in order to properly get one-way ping. This gets a little bit complex, but bare with me. ![]() The input slider value replaces the 4f provided by ultimate. It is important to note, as much confusion has presented itself, that instead of the 10f base that you have in Vanilla Ultimate, you can now have a 7f base for input delay. This advantage is real, and will hurt competition. When are dealing with a reference value of 10 frames, any single frame makes a big impact on both game feel and ability to react. However in vanilla Ultimate online, you are guaranteed a minimum of 10 frames of input delay: 2 frames from the game being triple buffered, 4 frames from the Nintendo Switch's input drivers being slow, and 4 frames as the bare minimum amount you can get online. It means that in any online situation, one player can have a very real and very influential advantage.Ĥ8ms is far less than the average human reaction time, for sure.
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