[PR2 Suggestion]Accuracy
#1
Finish Lag is a real problem in PR2!!

What is Finish Lag?

Finish Lag is a real issue when you're trying to get a good time.
When you finish, it takes a few milliseconds, some times seconds to send to the server.
This is a real issue among Speedrunners.
Here you can see a picture where bi3liu and I played a level where we start in the same position.
[Image: rwE5hMp.png]


We both hit the finish block on the first frame, so our time should be 0.04, for both of us.
It would be nice if when you finish, it shows your server time, and then your client time in this format.
Server Time(Client Time)
0:00.23(0:00.04)
-AspectZero
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#2
nice font
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#3
So is that why I get a higher time because of higher ping (from EU)

[Image: rgsiMXO.png]
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#4
http://www.youtubemultiplier.com/5d6e584...arison.php

I had a higher ping than Lich. and we finished a couple frames apart but the game registered his time 0.50 seconds slower. On a map that short 0.50 seconds is almost impossible to pick up (unless you are bi3liu)

Hope this helps!
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#5
Yeah servers are in America I'm from the UK so I'll get it too
(lemme see my time on the level)

0.30, 0.39, 0.30, 0.33, 0.32, 0.33, 0.33, 0.34, 0.30, 0.31
avg 0.325
á
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#6
This would be a really nice addition, some people get up to +5 seconds on their times from finish lag.
-AspectZero
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#7
I do think this'd be really good and (possibly?) simple to put in
depends on how PR2 deals with clientside things
á
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#8
[Image: 2FDEZB8.jpg]

xd, for some reason Im able to get a faster time if Im with other players

also level is Finish Lag Test by bi3liu if you guys want to try to beat my best time
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#9
I often get anywhere from 20-90 miliseconds added onto my time. But this goes beyond finish lag no? Guns etc are extremely inaccurate, and you have to predict where your target is going to be rather than actually shooting them where their current position is.
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#10
(7th September 2019, 8:47 AM)Tejs Wrote: I often get anywhere from 20-90 miliseconds added onto my time. But this goes beyond finish lag no? Guns etc are extremely inaccurate, and you have to predict where your target is going to be rather than actually shooting them where their current position is.

Time accuracy, not gun accuracy. Tongue
-AspectZero
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#11
(7th September 2019, 8:47 AM)Tejs Wrote: I often get anywhere from 20-90 miliseconds added onto my time. But this goes beyond finish lag no? Guns etc are extremely inaccurate, and you have to predict where your target is going to be rather than actually shooting them where their current position is.

This is something that is not an easy fix. It's to do with the multiplayer server which is just slow. It's called Blossom I believe. There was a nice animation for how it works here but it seems the images no longer show.

Hopefully, with the time thing, your actual time is stored on the client on the client also and is not used or maybe could be implemented.
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#12
The code that displays the times is very, very nuanced. If I were to do this, the easiest way to accomplish it would be to make the fabled speedrunning server for which everyone has been asking.


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#13
yes, the server is located in a certain location (it has been in the U.S. for at least 4 years now I think? unless something recently changed)

people will have a different ping to the server, and it is also why DMs have delay

I will say that this has potential to ruin what made PR2 DMs unique
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#14
(7th September 2019, 8:47 AM)Tejs Wrote: I often get anywhere from 20-90 miliseconds added onto my time. But this goes beyond finish lag no? Guns etc are extremely inaccurate, and you have to predict where your target is going to be rather than actually shooting them where their current position is.

That's just part of the way PR2 multiplayer works and the servers and ping and stuff
the time thing would be just timing on client between start and hitting the finish which would be simpler than trying to change the way the multiplayer works
á
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#15
(9th September 2019, 12:44 PM)$hake Junt Wrote: I can't screenshot since I'm at work but I got 00:02.30, 00:03.08 and it gets worst. Best I had was 00:2.28 after a couple of tries

That's probably without the JS hat. I get around the same time as you do
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#16
a bump cause of the relevance in sotwr
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#17
i did it https://pastebin.com/fkFLE4fG
tested on every game mode and only quirk i could find is on objective levels the local time displayed is the time you hit the last finish block, rather than when you clicked "Quit". i think this behaviour is fine, and maybe should've been the server-side behaviour.
you have to increase the DisplayInfo width
[Image: tr59p1S.png]
displayed is the local time and then the number of frames... i have a lot of finish lag.
pls add this, it's really useful info for anyone trying to go fast. other players dont need to see it, it's only useful for yourself.
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#18
[Image: dqxQTXR.png]

This is the best time I could get, most of the time I got between 00:00.34 and 00:00.36.
[Image: giphy.gif]
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#19
@bls1999 yo did u check out oxy's thing up in the thread?
[Image: giphy.gif]
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