NeillMcAttack wrote: »It is worth mentioning that them being named "block" changes is very misleading. They didn't only move block server side. They moved positioning server side also, which is why we see so many positional de-sync's in high traffic situations. They moved synergies server side, many will have noticed the added delay in activating synergies. Break free feels massively delayed since U25. Since update 25 being stunned often doesn't display a stunned animation on your character, instead you just lose control of your character until you can safely assume you need to break free. Weapon swap has felt far less fluid also. And many more I'm sure others may be able to point to.
The game was slowed down to allow everything to sync on the server better. But it feels worse on the client. The only reason this change makes sense to me personally is if you are developing for a competitive environment, or for streaming purposes.
Make of that what you will.
relentless_turnip wrote: »Wouldn't all inputs have to be moved to the server for stadia to work?
relentless_turnip wrote: »Wouldn't all inputs have to be moved to the server for stadia to work?
You have a wrong idea how this works. Currently you play the game on your PC and communicate with the Server. Stadia works the same, it just moves the PC to a remote location. Its like you have a TV in your living room and you play on the TV, the TV streams your commands to your PC and streams the video output back. The PC communicates with the server.
Hope that explains it for you.
NeillMcAttack wrote: »It is worth mentioning that them being named "block" changes is very misleading. They didn't only move block server side. They moved positioning server side also, which is why we see so many positional de-sync's in high traffic situations. They moved synergies server side, many will have noticed the added delay in activating synergies. Break free feels massively delayed since U25. Since update 25 being stunned often doesn't display a stunned animation on your character, instead you just lose control of your character until you can safely assume you need to break free. Weapon swap has felt far less fluid also. And many more I'm sure others may be able to point to.
The game was slowed down to allow everything to sync on the server better. But it feels worse on the client. The only reason this change makes sense to me personally is if you are developing for a competitive environment, or for streaming purposes.
Make of that what you will.
relentless_turnip wrote: »relentless_turnip wrote: »Wouldn't all inputs have to be moved to the server for stadia to work?
You have a wrong idea how this works. Currently you play the game on your PC and communicate with the Server. Stadia works the same, it just moves the PC to a remote location. Its like you have a TV in your living room and you play on the TV, the TV streams your commands to your PC and streams the video output back. The PC communicates with the server.
Hope that explains it for you.
Makes sense👍 thanks for the clarity @Xebov . So is there no merit to this theory? Would server communication not need to be more efficient as you would essentially be connected to stadias server, connected to ZOS's server? I might have that wrong, but in my mind it seems like an opportunity for double lag 😂