

A fragmented packet must be concatenated and constructed as soon as possible.Īnother layer to increase processing latency, cryptography. Lower are better values.Īlso there’s a concept of fragmented packets, if packet is longer than MTU (1500 bytes) will be splitted up into pieces to send across UDP (except in TCP, that this is automatically handled by TCP). Show how long your network can send/receive/process the packets. There’s a stat called Network interpolation delay you can enable this in overwatch 2 too.
#QUICKY MEME SOFTWARE#
Also network concurrency between the game and streaming software can affect this

If in the moment the server received the hit was not same moment the mercy was in that position. Maybe in same moment him tried to kill that mercy, the mercy was covered before him saw the difference. You just send inputs (0 or 1) while server process physics at fixed rate and notify this to all clients. In video shows a mercy him attempt to kill with dead eye, we are dealing with physics and movement syncs between client and server. using mei ability 1 in exact moment you receive a critical damage that kill you, your ability 1 usage will be cancelled and hit will be applied, because your latency was higher than the safe threshould to cancel the hit) attempt to hit where in server is not same position on client, will refuse the hitĪlso if server didn’t receive an packet (such as some freezes, high latency), the server will reproduce an copy of your last successful packet and replicated to all people (eg.

an desynched packet (based on time step difference such clock), will drop.All the time i use mccree i have no problem with his ult, damage works fine. All overwatch 2 instance server (aka match server) run at fixed 64 tickrate.
