Frankie V, on 13 February 2014 - 10:29 PM, said:
I concede that too many hops in route can lead to instability in ping etc, but that is not my point. My ping with server is almost stable and low (25ms) with 14 smooth hops (including my router, the server, and 5 very fast hops internal to my ISP with FTTH), but I feel the problem (worst no-hits, etc) increased in the moments when there are other players with much different pings (between them) even if my ping remains the same (low and stable).
So, in other words, if in the same server all players have a ping similar to mine, the problem is less noticeable, but in the moment there are other player with much more or much less ping than the mean of the other players, then the problem raises in magnitude.
This could be related to the code dealing with anti-lag or network compensation, etc. And during game, in the screen it is perceived as if the other players position were wrong predicted by the client (more than real movement) and after rendering were corrected by server, so some times players seem to strafe too fast side to side during play (so the no-hit or micro-warping feeling) but the demo only register the server true position (not the prediction by client).
This post has been edited by karnute: 13 February 2014 - 11:21 PM