I've seen/heard a lot of our members of various ranks in recent times taking note that an opposing player had blood splatter but no damage. If you don't understand this and want to, please take a moment and read this for a little clarity. This is because blood splatter is a client side include - or - that your computer is guessing what would happen as opposed to the server which dictates what has actually happened.
Steam games use data packet transmission. As you play you are sending and receiving information about player positions, shot trajectories and soforth. From this point forward all data transmission will be referred to as packets. The following is a more detailed breakdown of events for those who are interested.
It is important to note that in this explanation there are at least three computers involved, the two players' computers, or clients, and the server. This is not an explanation of lag or interp (seen as lerp in net_graph) and does not account for any other rebroadcast by routers or other intermediary devices.
What Actually Happened:
1.) You see your target. You have received a packet from the server telling your computer the position of the enemy player. This happens every few milliseconds but is not an uninterrupted stream of data, so in between packets your computer cannot refresh player positions so it interpolates them. This involves calculation probable position and then assuming that the enemy will be there.
2.)You shoot at your target. That packet is not yet sent to the server, but your computer guesses it'll be a hit, so it shows blood splatter, maybe on the enemy character model, maybe on the surrounding area, or both.
3.)The packet is sent from the client to the server.Maybe it happens a millisecond later, or maybe even at that same time.
4.)The server updates then sends packets back to the clients. The server receives packets from both clients and can now update player position, shot trajectory, and damage. It then transmits this updated information to both clients.
5.)Your computer updates. You now get the current information on player position and soforth, and this whole process begins again.
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Hope this helps clarify. Think I was thorough, sorry if I missed anything.
Cheers, and gg all.
Steam games use data packet transmission. As you play you are sending and receiving information about player positions, shot trajectories and soforth. From this point forward all data transmission will be referred to as packets. The following is a more detailed breakdown of events for those who are interested.
It is important to note that in this explanation there are at least three computers involved, the two players' computers, or clients, and the server. This is not an explanation of lag or interp (seen as lerp in net_graph) and does not account for any other rebroadcast by routers or other intermediary devices.
What Actually Happened:
1.) You see your target. You have received a packet from the server telling your computer the position of the enemy player. This happens every few milliseconds but is not an uninterrupted stream of data, so in between packets your computer cannot refresh player positions so it interpolates them. This involves calculation probable position and then assuming that the enemy will be there.
2.)You shoot at your target. That packet is not yet sent to the server, but your computer guesses it'll be a hit, so it shows blood splatter, maybe on the enemy character model, maybe on the surrounding area, or both.
3.)The packet is sent from the client to the server.Maybe it happens a millisecond later, or maybe even at that same time.
4.)The server updates then sends packets back to the clients. The server receives packets from both clients and can now update player position, shot trajectory, and damage. It then transmits this updated information to both clients.
5.)Your computer updates. You now get the current information on player position and soforth, and this whole process begins again.
_____________________________________
Hope this helps clarify. Think I was thorough, sorry if I missed anything.
Cheers, and gg all.
















