Overview
A brief introduction on the concept of multiplayer sync. The basics of lag, and how the transfer of information can be utilized in modern multiplayer gaming.
Intro: The concept of multiplayer sync
Have you been in a fight and noticed that no matter how much you shot at a player they just wouldn’t die? When speaking to people who were much more skilled than I am, I noticed a lack of awareness in the community involving the concept of multiplayer sync and how it’s abuse can be combated effectively. In order to explain the use, you must first understand the idea.
Have you ever seen the moment on a televised live news program where they refer the feed to a reporter in the field, but the reporter is, for a moment, standing there with their hand on their ear instead of talking? This happens when the transfer of information to the reporter is slower than the transfer of feed to the viewer. That means the reporter does not yet know they’ve hit their cue due to latency.
Like a ghost image on this picture of my dog photobombing, we see where the dog was just prior to the image being captured, but not exactly where he was. A blurry aftereffect.
This latency exists in all technology, and can’t be 100% avoided. By pressing tab(depending on your keybindings) during the match you can view a list of your opponents scores, and their pings right next to them. This shows you in close to real time what your opponents’ pings are. So you can see the aftermath of their latency. And that presents a unique advantage to any multiplayer gam.
Advantage
Gaining the advantage of multiplayer sync does not mean abusing it by tampering with your connection. In fact, doing so makes you an easier target for someone who is keeping an eye on your ping. The advantage is gained through foresight.
Look at my dog chasing our roomie’s dog.
In example 1, he is trying to chase down a much faster dog than his little fat ass can handle. And he’s following her so directly that she’s gone before he reaches where she was. Just like his poor judgement, if your enemy is moving, they have already left the exact spot they were in. The faster they are, the farther they’ve gone.
In example 2, we see the same problem. He aimed too short of where she would end up, but is closer to cutting her off this time.
Don’t be my dog. Play smart. Know where your enemy is going to be, because that’s where they already are on their screen. Watch their ping to check their latency, and aim where they are going, not where they appear to be. Sync or no sync that’s just tactics.
When you know someone has a high ping, getting them lined up in a long hallway chasing you is optimal over a circle jerk where you both aren’t truly shooting at where either of you really are.
Conclusion
Just because an enemy appears to be 5 ft away from your doesn’t mean they aren’t already on top of you on their screen. That means they can get the jump on you, if they know how multiplayer sync works and plan accordingly. Imagine the arrows are the directions two players are facing while moving from right to left.
Scenario 1: Insanely High Ping VS Normal Ping
This is what you see
——-them><you———
This is what they see
<you-them>
Scenario 2: Insanely High Ping VS Normal Ping + Prediction Based movement
This is what you see
<them-you>
This is what they see
—–you><them—–
Multiplayer sync attempts to synchronize hits between players, but that data takes time to transmit. Meaning if the fight is close, you may very well die before your damage registers on their PC. This often causes simultaneous kills, and kills where the player was left with only a tiny amount of health even though they were pelted relentlessly with fast firing automatic weapons.
It comes down to predicting where the player will be in the next second, which is actually easier than you might think. Say they’re doing the typical strafe. It’s predictable where they will cross your cross-hairs path. The same goes for you. So combating someone who has thought it all out requires braking your strafe and moving more unpredictably than your opponent has judged for.
No need to complain about anyone lagging, because now you know how to turn them into an easy kill. Any ping high enough to use this technique will be obvious, not your normal high ping. When you see someone with a crazy high ping, it’s best to sneak up on them before they see you, but in an all out chase they can be led into their own death.
In our final example, we see my dog has learned to move forward while keeping an eye on his target, ready to intercept instead of being juked. Sadly enough for him, he is smol, and got his dumb butt trampled.