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
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
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
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.
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
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
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.
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.
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 
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.
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
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.
If they don’t kill somebody with 3/4 shots they are missing.
This is my biggest issue with Gears 5 very closely followed by the the Oman, and then spamming of flash Bangs, which has been sorted but has caused other issues for other players.
Thanks mate, keeping it honest as always #SUBSCRIBE lol #AD