8 ms·
From what I hear, PUBG just has poor code, so let's leave it out of the discussion and compare well-made games. Of course, there is an upper limit on how much
by instantwhat 7y ago
From what I hear, PUBG just has poor code, so let's leave it out of the discussion and compare well-made games.
Of course, there is an upper limit on how much latency CSP and lag compensation can compensate for, and this varies by game. One game might work well up to 100ms, while another might work well up to 50ms.
> I realize that this might make it more difficult for people in Australia (or whereever) to find a game but it seems even more wrong to make the experience bad for everyone all the time. And at least when they do find a game it will be a great experience instead of terrible.
Here you're failing to account for an even more important factor: ability. Locking matches to such low relative pings would greatly restrict the number of players who were eligible to play together. That would greatly increase the skill gap between players, leading to a much worse experience.
Consider, e.g. Overwatch, which has all the Overwatch League pros on the west coast, leading to a skill gap between top players on the east and west coasts (which are usually matchmade within their own region). The more you compartmentalize players, the less likely that good players are going to be able to play with other good players, and vice versa, leading to a frustrating experience for everyone. (Not that Overwatch has good matchmaking in general. It's pretty bad, IME.)
Issues like getting hit after getting behind cover is frustrating, but it's going to happen sometimes--it's the nature of online games. But nothing is more frustrating than having teammates who aren't on the same level, or who don't have the same goals. It really makes the game feel like a complete waste of time. Matchmaking is definitely a harder and more serious problem than network latency now.