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Rainbow six siege dev blog
Rainbow six siege dev blog













Window of opportunity = Reaction time of the peeker – Ping of the victim (including processing time) Peeker’s advantage is caused by the fact that this window of opportunity is always shorter than the reaction time of the peeker. The maximum time, once the peeker becomes visible, that the victim has in order to shoot and come out on top is what we define as the window of opportunity. However, unlike the common perception, peeker’s advantage depends only on the speed of the victim’s connection, not the peeker’s. This would result in increased input delay (equal to your ping), which is contrary to the design philosophy of making movement as reactive as possible. We cannot remove “ghosting”: doing so would require all movements to be validated by the server before taking effect on your client. Peeker’s advantage is a result of the aforementioned “ghosting” effect. This is because all shots need to be validated by the server, so any increased amount of time will also apply to your shots reaching the server. However, when peeking (moving out of cover), a higher ping will not give you more time to react and shoot before becoming visible to other players. The higher a player’s ping, the further behind the player their “ghost” is. For example, if you have a ping of 200ms, your “ghost” is where you were 100ms ago (since ping represents round trip duration). This “ghost” represents your position as seen by the server. You can think of replication as “ghosts” that follow players.

rainbow six siege dev blog rainbow six siege dev blog

Replication is the process by which we mirror a sequence of movements and actions done by a player on a remote computer, such as a game server. To that end, we will continue to improve all our systems to provide low and stable ping players with the best experience possible while maintaining the accessibility for higher ping players.

rainbow six siege dev blog

In this blog, we will explain what these are, how they affect gameplay, and what we are doing to fix them.īefore diving into the details of latency, we want to establish that the design philosophy of Rainbow Six Siege is player replication and hit validation should favor players that have the faster and more stable connection. We have been monitoring the community’s feedback regarding ping abuse, latency, and peeker’s advantage.















Rainbow six siege dev blog