Testing …Loads of testing. The changes are on the CTE servers. Although those are all PC. In the end there may indeed be two variations of the changes. One that is in sync with PC tick and its direct route to server, and one for console tick and it’s parent network (psn, Live). My understanding of console is that the data has to travel from client to the network (Psn/Live) and then to the server.
Historically, yes high pingers got the shorter end of the stick. The general experience was so bad for the high pinger that they simple didn’t play on those servers. Yet, Server-side detection does not increase lag. Your client already sends “supposed” hits to the server for arbitration. They just aren’t as scrutinized as much as what the new setup does. Plus the buffer has changed. You maybe thinking about peer-to-peer lockstep.
To clarify, server-side detection does not increase lag/latency. It does/can increase bandwidth consumption though. Bearing in mind you only need a “broadband” setup of 1 up and 1 down to play (actually it’s closer to 256Kb up/down). Send and receive rates simply dictate the amount of data you can send/receive at any given point. With a 200Mb down (which I have) I can stream movies/music, download large files, multiple files etc while playing and have zero issues. Think of it as small pipe vs big pipe.
200Mb down means you can download up to 200Mb/s, it does not mean your data travels 200x faster than a 1Mb connection. Broadband is broadband. Broadband data typically (unhindered) travels 62 miles per ms. The route it takes to get from A to B stipulates the travel distance, thus ping.
Region locking simply won’t work.
One, You can manually change your region to whatever you want.
And Two there’s VPN/Proxy. The cost to prevent region hopping in that aspect is too high. Internal ping capping (clamping) has been discussed. The problem is it would exclude MP access to a large part of the market. The player base would be really small. It is possible for the rsp to offer ping limiting in the future. But the next update should really limit the need for it.
Just imagine how many players would be excluded with a ping clamp of 100ms.
They’re serious and there’s isn’t some weird approach/technique to it.
Here’s a few quotes from the DEV.
To clarify:
Soldier FHT is lowered to 0.01 from 0.0125. Latency higher than 100ms results in all hits to be handled strictly by the server. Latency lower than 100ms is handled the normal way…client detect, server authenticate.
Additionally on top of this he states later that: in the situation where the high pingers data is dropped (packet loss) consecutively due to a bad connection; the server inputs “dummy” data.
e.g.
If the server hasn’t received inputs from Player X over the course of N ticks. The server inputs “dummy” data. This dummy data is then used/considered as “authentic” data for subsequent calculations etc.
If you want a more technical walk through you can either DM me or check this post.
Hit Detection
Loads of technical insight from that point forward.