so my game is planned to be very fast paced i want visibility to be clear and simple, as evidenced by the big blocky tracers. However, there seems to be a lot of latency, the videos below should show what i mean. you should be able to tell which one is the video of the latency i want and the video of the latency i have. I have also made a flowchart that shows whats happening in my game. btw, this is only with 1 local script, one normal script, and 2 module scripts - hitscan and tracer.
#tips/ideas to reduce latency?
1 messages · Page 1 of 1 (latest)
Becasue the tracers should be drawn on the client, not on the server
All games have this latency they just mask it
Server should just do the raycast and confirm hit

But visuals stay on client
difference is; i want visibility to be high, i want players to be able to see if someone's shooting at them and where they're getting shot from, and i want the shooter to see where their shots are actually landing
the tracers in the video are entirely client side, and the server side tracers are hidden
edit: not entirely client side, it uses the final position of the server raycast
Well what tripple A fps games do is to have the server keep track of old game ticks so it can go "back in time". So when a player shoots, it is able to check back in time where the player was at the time of when they fired the bullet and what they were aiming at.
This is a simplification of it though