|
![]() |
#11 | ||
Will herf for food
|
![]() Quote:
The idea or synthetic lag or as MW3 coins it "lag compensation" is to force a minimum amount of lag for everyone. I'm sure their concept of compensation is further reaching than that, to account for the factors already mentioned with physics within the game. However, most any game will force a minimum lag just to level the playing field. Having a low latency like 30-40ms is a big advantage for an average player. It's HUGE for a good player. Having no latency (hosting) is even greater of an advantage. While it would appear that lag compensation would eliminate this advantage, it doesn't do so completely. The people who have low latency, say below 70, will have their's bumped to a flat level where it will stay. Lets use 100 as the base. However, latenacy isn't static, it fluctuates. So if your latency is 70ms and it is adjusted by compensation to 100, you'll always be at 100ms. Even if your lag increases to 80 or 90, it will only adjust you to that 100ms level. This give one important thing, predictability. Those who's latency is above that 100ms line in the sand will fluctuate usually within a 20-50ms range. It will be more difficult for them to adjust. So there's still an advantage for the host and certain others, but lag compensation helps level the field. BTW, this is not a new concept. PC games have been using similar technology for over 10 years. Quote:
Lately however I've grown to like the ACR 6.8 and a more deliberate approach.
__________________
“Eating and sleeping are the only activities that should be allowed to interrupt a man's enjoyment of his cigar;” Mark Twain |
||
![]() |
![]() |