Screen Difference on Gears 5 - A video critique

Good video.
None of it seemed much different than what I experience constantly and there is definately something screwy about what is going on under the hood.

Even when everyone has a very close, low ping. we are talking sub 10ms in “TC ping”, odd visually incorrect stuff goes on. At that sort of ping range the differences should be what 20 frames?
But for some reason people are often looking away, too far away, doing another actions/things that take more than X frames to complete and still gib you.
It is beyond infuritating and gives me little incentive to try and get better.

I think the reason that they appear to do this is not only due to poor lag comp, but also due to incredibly bad prediction software.
I mean look and the pics krylon posted. The opponent isn’t firing at the post where he is. He hasn’t moved from the post to get to a place where the guy could kill him, yet he is dead without ever moving. This says to me that what ever prediciton the server came up with to show on krylons screen was wrong.
As what he is seeing shows an impossible death. If the other guy is not even close to there and has hit the piller and wrap shotted either way, then it would make sense, Or if krylon had pushed out from the post and slid to the box. But that is completely diffrent from what is actually on screen and from what he appears to have done.

Which leads to my other issue with the screen diffrence/wonky prediction.
There is a system that TC have hinted at before that is weighted to trust the higher pingers screen over the lower pingers. So the person with the worse connection can trump what is shown on the low ping players screen.
This system is effing madness.
If I can’t rely on what happened on my screen being correct then how can I be expected to actually fight people? If I hit a shot on my screen, the opponent shouldn’t be able to just say “nah mate im over here actually, so you missed on my screen”. Yet ignore when my system says that. It is so illogical it hurts.

When you start adding togther the screen differences, the often wrong predicition system, the high ping weighted system and more. It becomes easy to see why gears plays so haphazardly and as someone has already said, to see why lots of new players see this or feel this as soon as they play for more than five mintues. Then laugh about how broken it is and never come back.

It is ironic that the gamepass stuff has probably put off more players than it has gained.
Those guys have not invested money into the game and have no qualms about dropping something that just looks and feels this messed up all the time.

On a side note @Z_i_i have you seen the glitch where it looks like a shot not happening, but there seems to be frames missing from the gnashers muzzle flare, specifically the big flash in the middle?
Going through my videos it covers a good 20% of my ghost shots and I swear to god it is messing the shot timing up very slightly leading to some close misses.

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A brilliant video @Z_i_i

Great video content calming explaining some of the main issues that infuriate the community.

Hopefully this will be noted at TC and will be used to move Gaers 5 forward into a better direction.

:crossed_fingers:

Reminds me of those extremely sweaty KOTH matches where the first round is neck and neck, but the second round something happens and one team pulls ahead in leaps and bounds and starts utterly obliterating everything. Some times thats my team, other times the enemy team.
Third round is usually tit for tat again.

I often wonder, how much of this is me vs my team vs the game just arbitrarily deciding its going to inject some EA ™ fair play?

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Good video. Blows my mind that there’s people that actually think connection doesn’t play a role in this game and we’re just MiSsING sHoTS

Tag a player that doesn’t believe lag in this game has gone rampant

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Assuming Gears 5 is running on 60Hz servers, it’s surprising to me that there is so much desync happening. You’ll usually see bits of this in modern shooters since most implement some form of client side prediction, but it’s absurdly noticeable in Gears 5. Reminds me of the desync I used to experience in PUBG

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Wasn’t the reasoning to use 60hz servers to improve the quality of play? I don’t see any improvements at all over Gears 4 and that game has faster movement and half the tick rate.

That’s a concern and something many of us would like an answer to. Whether we get an answer or solution is yet to be seen.

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Lmao. This is all so true, online is broken and they don’t care to even fix it. All anyone can say is get better haha funny. Today some guy downed me in two bursts from hammerbust 6 bullets. And in the kill cam he shot my waist not even a critical shot. How can I enjoy this game when it is so one sided. Straight garbage of a game.

The tick rate is only half the battle. How they’re utilizing updates to the clients and how they handle lag compensation matters just as much, if not more. In general, you should see some benefit from faster servers, but results may vary from game to game

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Love it when people say just because ping isn’t high therefore blaming connection isn’t an argument.

This is proof that players can have low ping and still experience “what the heck” moments

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I understand that.

But it feels like a step backwards from Gears 4 which in itself was far from perfect. I would expect slower movement and faster tick rates to provide a better experience. Granted, it depends what they’re doing to process all this information but that’s why I was curious. What are they doing wrong and how do they fix it is the one thing all of us are waiting on. Whether we get that answer is unknown but I’m leaning towards highly unlikely.

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A lot of us who are lucky enough to have ping in the 50’s have learned how to compensate so that it is muscle memory now.

I’ve compensated quite well considering how well I’m doing on average. That doesn’t make this issue any less annoying though. I’d like to see more consistency because the game plays poorly on a 5ms ping, semi-poorly on a 20ms ping and amazing on a 40ms ping. I can adapt and do well on them all but the amount of issues I get on that lower threshold is mind boggling.

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This has been an issue in Gears since forever. I’ve seen it in other TPS games as well like Uncharted 2, 3, and 4. I wonder if it’s a symptom of this genre in general that has never quite been figured out.

More and more people are bringing this same issue up so I’d imagine they’ll talk about it at some point given how they’ve responded to glaring issues in the past (I.e. Launch movement being too slow, gnasher instability, laser beams for lancers, etc).

Who knows :man_shrugging:t4:

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It’s a problem I’ve dealt with for 14 years. It has moved from being annoying to being a tradition.

I’ve had this issue since COD4. In Gears we used to call it “getting updated.”

Both TC made games have always played terribly for me but since I got fiber and have <5ms ping, I’ve noticed the problems increased exponentially from my previous 30ms ping with cable.

I’ve never claimed to be good but the number of " oh that’s f*©°ing bul!$h°°" moments i’ve had with these games are worse than anything else i’ve ever played. I’m sticking to horde and escape to finish out these achievements.

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Finally, someone else who calls it what it is.

gears 5 uses movement prediction as well as other modern shooters
@TC_Octus said this here while discussing the 16 april tuning update:

also, from the same april 16 article:

Essentially, the system right now is calculating that range with some time accounted for latency – 2 frames to be exact – based on server predictions using your momentum at the time of the shot. This means that, if you are hit while inputting any movement towards the player, you can step into gib range based on this prediction without actually having stepped into gib range. This is extending the potential gib range of the Gnasher and making it feel like a major increase when it’s not.

so it’s latency, both on our screen and the other player’s

it’s pretty clear from @Z_i_i 's clips as well as anyone else’s that these odd shots always involve some kind of movement where it’s simply strafing, roadie running, exiting out of cover or wallbouncing

all of these movements have some kind of momentum at the beginning / end of the animation, that’s exactly where in my opinion this ‘prediction’ starts to go ham and we start seeing stuff that isn’t really there

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Or you get smashed the first round

Then you smash on round two

And then they smash on round 3

Those matches always raise my eyebrows.

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