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
@Z_i_i Great video man, i really appreciate your channel and follow it. What you describe as Ghost shots, my buddy and i call false fires. This was an issue in 4 as well, but seems to even more so in 5. I would of expected things to be tighter with the 60hz tick rate in 5 but unfortunately that is not the case. One thing i find interesting is that in some cases when your teammate kills the enemy you recently Ghost shotted, you will often be awarded assist points in what seems like a similar number to the percentage your shot would of been. So is the game recognizing that the shot hit but the % readout just isn’t showing (maybe because things are happening so fast)?. If so, is the enemy actually taking the damage from your shot or are you just getting rewarded points after the fact because of the imperfect system? These are all questions i ask myself when this happens haha.
Missed your videos
.
Copy/Paste from my youtube comment:
I think i understand your thoughts on the netcode, but to me it seems “normal”.
Me and my opponents connects to a server.
This server receives our inputs , computes and returns the real output to apply to each one : did my shoot passed ? did my move was registered ?
Lag is indeed a big factor in registering theses inputs. However there must be a mechanism to decide which input to keep.
What type of input ? Not only my shoot, but also my position, the enemy position, and the damage i received.
Same on the opponent screen.
That means the first thing : we are not playing the same “game” at the same moments.
The damage i’m doing are calculated and based on what I see on my screen. Doens’t matter if you evade on yours.
That’s what we saw clearly in Gears 1 and even in your video, when the character got back to cover and 1s later got headshotted by the longshot.
That’s why you had those “ghost bullets”. the moment you shot it, the enemy already shotted you before but you didn’t see it (however i think you can see you didn’t shoot on the killcam)
That means people need to anticipate every movement the enemy is going to do. A little bit.
That means most of your clips are legit if you put theses arguments in perspective.
Taking in account my position 50ms ago , with the shot the opponent is actually doing, is the real “truth” the servers outputs.
Concerning the aim and the magnetism, we should not forget that the system choose between two position when shooting.
- from the weapon to the opponent
- from the camera to the opponent.
Ryan Cleven made a Gear in The Machine about this that explained it clearly.
Added to magnetism, it gives some strange angles from the enemy shot or mine, but those are the real ones used by the game.
And one thing I saw (gonna make a video about it) about “Back A movement”, is that it goes from the tip of the weapon, in a perpendicular line to the camera.
That gives also weird angles that are not expected, because it do not stick to the “reality” and “logic” we expect - a straight line from the shot
@8:56, you backed A when the cover was between the shotgun tip and the enemy, so it hits the wall from a perpendicular perspective.
The killcam don’t reflect all thoses things, because it takes your point of view concerning the opponent inputs, not his point of view.
We can’t “download” what he exactly saw, not on limited console like the xbox one, so it has been kept simple, but still illogic if we don’t apply these rules i mentioned before.
Also, be careful when looking at the damage percentage. We can’t see but only imagine the regen effect on this percentage.
It is very important to take it in account, because you may shoot 4-5 time-distanced bullets and he had the time to regen.
Same on far distanced shots, regeneration is easier, and the percentage will drop quickly.
On Marcus @5:00, he didn’t kill you directly. This added time is enough for him to regen a little bit, and remove your old first shots from the percentage.
- you were so far , I do this very often with my lancer, I know i can’t die much like this.
@5:50 , same thing, he could have regen, and you missed precision.
@6:10 , he regened (like you).
@8:47, to me there is no problem to do a back a, especially when i maintain my stick to the direction i want.
- I’m ok with some other things you mentioned, like the reaction shot @9:39 : maybe due to lag, but also using the camera aiming instead of the tip.
@10:23 you’re on 2V2 gnashers, and here i need to practice more to understand the regen.
What i would sum up with this video :
Thoses clips seems mostly legits. Just Lag, as in Gears 1.
Always anticipate.
If you want to engage, don’t try to shoot at the same time with the opponent, always a little bit before.
Same for movevement, we always need to begin to evade a little before he is going to cover and shoot.
That means less time “just in front” of your opponent, too risky for little reward.
Pre shoot people, but not with the gnasher at a very long distance, it does nothing,as intended.
Back A shots need to be practice, but once you know how it works from the tip of the weapon, it’s easy to use this, with very sad angles…
No packet loss. Magnetism only, no aim assist, server outputs = the truth.
Always imagine your current position with some delay for your opponent. Same for him.