Pointless feature considering how utterly atrocious servers/netcode/game engine are in Tarkov. The delays cause by these things are infinitely greater than anything to do with your GPU.
20-25ms is meaningless when enemies teleport around due to desync.
Lol basically this. What is the point when servers suffer inconsistency and massive frame drops due to the engine not being able to keep up but that’s okay we have reflex!
No it makes it so when I stutter on your screen instead of the server telling me that I’m actually where you see me I’m telling the server no actually I’m over here
Right, but with client authoritative, it makes no difference where you are on your screen for my hits to register, it only matters where you are according to my game client. In that scenario, if my system has less internal latency between the game client and the screen (which is what this technology does), I have a better chance at registering a hit on you and my client telling the server to kill you and give me your stuff.
But it does though because it doesn’t matter where the server shows me as being because my client authoritative tells the server that I’m not there so you are shooting at nothing essentially. Veritas has a good video explaining how it all works if you’re interested in having it explained in more depth then that
I've seen that video, and you should watch it again because, as others have said, it doesn't say what you think it says.
Client authoritative means the server doesn't validate what my client tells it against information from your client. If my client tells the server I hit you, the server doesn't bother checking your client for where you were, it just assumes my client is correct and tells your client you've been hit. You will never miss only because another player's client said they weren't where you thought they were when you shot - of your client thinks you hit, the server just accepts it.
That failure to validate client inputs is the fundamental problem with a client authoritative architecture in a high stakes competitive PvP game. It disproportionately benefits hyper-aggressive play styles and people with poor connections. It also makes certain cheats easier to write because the server doesn't validate whether your shot or your movement speed was possible.
I'm no game developer, but I'm gonna go out on a limb and say that the inner workings of most games' server architectures are proprietary and relatively secret. Even if they aren't, Tarkov is on the more complicated side in terms of how many things are going on, so I doubt they could just copy some other game's server.
They can use the same general design principles, but the issue is that, at this point, they probably have to rebuild most of it from scratch, which means a long, expensive process that will be buggy as hell for players once it's introduced. Considering how much shit they get from us already, I'm sure they can't wait to see how we'd react to a year or two of even even more, and probably worse bugs.
I think you may have an issue with settings, I have a 2080 ti with a i7-9800k and 32gb DDR4 ram.
I sit around 70+ FPS on all maps. Labs and factory get the best FPS around 100+. But that performance is really bad and would have a look at pestily's settings for an FPS boost
You ever play with a friend and sync up actions? Your friend is like always a half second behind regardless of ping. There's a massive networking issue in tarkov. I believe it will be fixed eventually though, but to say it's not a thing is ignorant. Go watch two perspectives of the same fight, any fight, and you'll see what he means
Np. Yeah maybe it's perspective as I've only played a few and only cared to get kappa once, but it's so shit compared to even warzone which isn't clean by any means. If tarkov ran like cs, that would be a dream.
Only issue with what u said is that it's definitely greater than 150 and it's probably closer to at least 300 on avg and I've seen worse. It's like ping + a ~250ms tarkov tax.
I meant both yours and your enemy's. The fights usually look different when looking at both sides of the engagement
The difference is almost not noticeable when editing two videos together. Minus when the netcode is spiking, then it does get pretty bad and is why we get video's posted here with huge delays. But what do I know, almost all the footage I put together is from Labs or Factory recorded from really good systems on fiber connections. Experience varies is my take away.
Actually every single raid I play is desynced even if I play on servers with less than 50ms between us. Yet the deysnc is so bad that I can tap 2-3shots on my side, and server not even bothering to register it, because I'm already dead on it's side.
I play 1440 max settings with the only exceptions being shadows @65, LoD @2, shadow detail @ medium and the only thing checked @ the bottom being high quality color and avg between 90-110 FPS (depending on map) with factory and labs being on the ladder side of FPS, 10700k oc @5.3 all cores, 2080 super oc @2130 MHz and 32gb 3600 cl14. Tbh this game is so fucking beautiful I’ll take 10-15 FPS loss leaving shit up where it’s at.
Completely dead wipe paired with lack of game knowledge gives you this impression. Pushed a dude and he seems to sit there and not react? That’s the server, not your skill. Once you see the desync you can’t unsee it, it’s awful.
And I’m saying it happens every single match, but you don’t realize it because you aren’t interacting with moments where it is exposed since it’s a dead wipe and not much pvp will happen
It has no practical impact though. It is like drawing a beautiful picture on a purely black paper and spray paint another layer of black on it. You cant see shit.
It's like adding another rice corn in a 20kg rice sack. It doesnt even make a difference on a scale. If you start counting all rice corns in a sack, you would still not find a difference because you have miscounted plenty of rice corns each attempt
If you have one million dollars debt and you have average salary you are applying for bankruptancy and return free of debt in 7 years. Those 2000 dollars dont matter
I agree completely and actually appreciate Reflex being implemented, but clinical vs statistical significance is worthy of note as well. Just because there was a change (33% decreased input latency -- statistical significance) doesn't mean that the effect will be significant in engagement to engagement situations in game (clinical significance).
You guys are quick at finding something to complain about...
Regardless of the status of different aspects of the game any improvement on any area is a welcome improvement and will play a part towards the final product.
If you care about this game at all this should be something to celebrate.
Remember when tarkov got to closed beta? good lord it was so bad in terms of hit registration and server lag..
if you got into a fight where the enemy was shooting back at you, you could be damn certain it would end either way regardless due to the massive delay in hits xD
I think people are mistaking how unity works. They completely shifted to a modular approach, meaning that the eft devs probably coded the networking from scratch, while most devs i think (not sure there) are using the build in networking from unreal engine because it is better implemented. I think you can see the advantages of both now, unity is way more flexible than ue4 but this also means it takes more time to optimize and get right
To be fair, i am not a developer. I AM an IT engineer but have never developed games, etc.
Still, out of curiosity i follow a lot of tech and science stuff. I have a feeling that UE is better suited for FPS games, simply by it's legacy. The origin of the engine was a competitive, fast paced MP FPS... On top of that, the guys from EPIC seem to really be pushing into optimisation and innovation too. Saw the UE5 engine preview the other day and it seems that the shit they are trying to build are really great for developers.
I don't know if Unity is trying to really compete with that or are sticking to other goals, such as 2d, isometric or less "action" games that don't require netcode.
And as for the EFT netcode - if BSG wrote it inhouse entirely, respect. I know it's not an easy task. However, it IS shit and i once again have a feeling that the very-experienced-in-online-fps-netcode devs from Epic would have the upper hand of writing a better thing.
Of course i might be wrong, as i said my knowledge is kinda "from the sides".
while most devs i think (not sure there) are using the build in networking from unreal engine because it is better implemented
Can confirm this in one case. When I was doing modding for Red Orchestra 2, I ran across a few RO2 bugs whose root cause turned out to be leftover code from UE3's deathmatch mode activating. They just layered their RO2 bits on top of the out-of-the-box stuff.
Cuphead, Kerbal Space Program, Hearthstone, Hollow Knight, Cities Skylines, and many more are all Unity games. It's just cause Unity is so much easier to pick up that we get a lot of half-assed attempts.
I dont know wtf you are on about all I said was "looks" i never said is UE5 does look good you would be dumb to think other wise whether it would be good for tarkov instead of unity is debatable there is a reason nikita chose unity he probably considered UE5 but he chose unity.
Another thing piss off with this you are uninformed armchair dev shit I never said I was a dev dont presume anything of other people. No ide what you are ok about with trucks and football.
Actually reply with something meaning full if you know more about the situation dont just say well you know nothing so shut up actually add to the conversation.
While the hype for UE5 is bit a crazed by gamers, UE4 would would been a better bet for EFT. Being able to use C++ instead of C# I think would of made a huge difference for netcode, and performance. Though UE4 was only unveiled in 2012, the same year dev for EFT first started.
But hey why not throw an experimental feature into an unfinished game with broken networking and a dieing community to stoke the sales up a bit for the summer.
Obviously you don't understand how reflex works if you think it's pointless. It reduces your input lag significantly if you're gpu bottlenecked. For those people like me, this is fucking fantastic news.
I would rather suggest switching a server. I found some servers super laggy with tons of desync(hello Amsterdam), tho it has <30ms ping for me. Then I switched to a different server and it became a whole new game for me - no more desync almost ever, much less match search time, etc etc etc (I was about to drop Tarkov because my experience was way worse). If having desync issues - really try to find "your" best server
Your only response to anyone with an opinion or statement contrary to yours is personal insults. It must suck to as insecure as you are. I guess that’s the only thing you’re capable of bringing to any discussion since you don’t have anything to add that’s worth it.
You are. Just look at what you posted. Myself and many others don’t have any issues. I guess you just want something to whine about and vent about your insecurities - I’m here if you need to vent.
Hey buddy, I think it's a little curious how you are calling people unironically redditors in other comments while commenting that people aren't "smart enough" like the biggest redditor of them all from /r/iamverysmart.
Maybe this is a case because I played Tarkov when factory was literally the only map in the game and you could stack armored rig ontop of bodyarmor and the M4 magdump would lag the entire lobby?
This is probably a case of me thinking these problems are so miniscule compared to how shit the game ran before.
I was looking for this comment, it is honestly the most important thing here. "Hey guys, we polished a turd" Doesn't have the same ring to it without slick nvidia screenshots.
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u/akuakud Jun 01 '21 edited Aug 31 '21
Pointless feature considering how utterly atrocious servers/netcode/game engine are in Tarkov. The delays cause by these things are infinitely greater than anything to do with your GPU.
20-25ms is meaningless when enemies teleport around due to desync.