• mlg@lemmy.world
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    7 days ago

    Honestly, it depends on the netcode implementation.

    TF2 hitscan and projectiles work remarkably well even at 100+ ping.

    TF2 melee hit detection functions like a dice roll above 40 lol.

  • Phoenixz@lemmy.ca
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    7 days ago

    I regularly played with ping 100-150 and still managed to make it to the top 32 players

  • Fabian@lemmy.zip
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    8 days ago

    I saw an interesting video about the first drone that flew on Mars. They programmed the flights in advance and it then executed them autonomously. I think that is even more impressive, since it would not have been possible to intervene if something went wrong. At the time the data was received, the drone already landed

    • LostXOR@fedia.io
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      8 days ago

      It’s pretty amazing our first try at a fully autonomous helicopter on another planet flew and landed successfully 71 times. Rest in peace, Ingenuity.

        • Thorry84@feddit.nl
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          8 days ago

          IIRC that was part of the mission? They wanted to push themselves to see what could and could not be done with a very strict budget and cheap commonly available parts and tools.

          • Possibly linux@lemmy.zip
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            8 days ago

            It worked surprisingly well

            They blasted a bunch of phone hardware with radiation and picked the ones that held up

            They then build a custom Linux system and called it a day

            • SchmidtGenetics@lemmy.world
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              8 days ago

              That’s basically what spin launch did. They went and bought just consumer parts (not even the ones NASA could get/build) and put them into their centrifuge.

    • trolololol@lemmy.world
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      7 days ago

      And that’s using the same hardware as you have in your phone. Not similar, the same.A snapdragon 801. Such as used in Galaxy S5, from 2014.

      https://en.m.wikipedia.org/wiki/List_of_devices_using_Qualcomm_Snapdragon_systems_on_chips

      Snapdragon took care of image processing, guidance processing, and storing flight data—with readings 500 times a second—while the microcontroller was in charge of navigation and running the helicopter’s motors.

      https://www.emergingtechbrew.com/stories/2021/04/23/smartphone-chip-powered-nasas-historic-flight-mars

      • scarilog@lemmy.world
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        7 days ago

        It’s kinda mind-blowing that the same hardware from my trusty s5 (that is currently gathering dust in a drawer somewhere, rip) powered flight of a drone on Mars.

    • BastingChemina@slrpnk.net
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      8 days ago

      All of that with no GPS to get the location of the drone. They relied on a camera under the drone to basically act like an optical mouse sensor to follow the location of the drone.

    • friend_of_satan@lemmy.world
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      7 days ago

      I am not downplaying the supreme engineering of the mars rover team, especially because there is no GPS on mars, but DJI has pre-programmed drone flights that work with their consumer drones, called missions.

      https://developer.dji.com/doc/mobile-sdk-tutorial/en/basic-introduction/basic-concepts/missions.html

      I’ve been thinking about setting up a mission for my drone to fly every week to gather data about what my neighborhood is like throughout the year.

      • Zwiebel@feddit.org
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        7 days ago

        Well they used a camera to track features on the ground for navigating, but then flew into a sandy area with to few features and crashed xD To be fair it was never intended to leave the initially planned area in the first place. And they made the most out of it, the drone is now a lil weather station reporting temp and pressure

    • atomicbocks@sh.itjust.works
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      8 days ago

      The rovers themselves have to do the entire landing (called EDL in NASA speak) autonomously. The process takes 11 minutes so, likewise, by the time we hear the report that EDL has started the rover is already on the ground.

  • Hegar@fedia.io
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    8 days ago

    I lived in Western Australia when I played WoW - 400ms was a good day.

  • jubilationtcornpone@sh.itjust.works
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    7 days ago

    It’s like playing Age of Empires over dialup. One minute you’re happily building a little army and keeping your farms going. Then some asshole with cable internet comes along and faster than you can blink, your army is destroyed, villagers murdered, and your city burned to the ground.

    • Septimaeus@infosec.pub
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      7 days ago

      I never figured out how, but it tended to feel impossibly early in the game too, as if the opponent had already been developing their economy for at least as long as I had before the game had even started.

  • kamen@lemmy.world
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    7 days ago

    It would be comparable if NASA scientists were racing against someone else controlling another vehicle over there with less ping.

    P.S. I’m not saying it isn’t challenging - it surely is, but it’s like connecting to your home computer over a shitty connection to play a single player game.

  • Ronno@feddit.nl
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    7 days ago

    EA: hold my beer

    For example: in FC25 you can have 14 ms ping to the server, but still have a laggy experience as if you are playing with 1,400,000 ping.

  • The Rizzler@feddit.org
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    8 days ago

    100 ping? you seriously can’t play with a tenth of a second ping time? Sounds like you’re a shitty gamer making excuses

    • scintilla@lemm.ee
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      8 days ago

      In some games it is genuinely unplayable. This is coming from someone with on average 200+ ping with spikes up to 600 sometimes.

      • The Rizzler@feddit.org
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        6 days ago

        I guess I don’t really play any games where that tiny difference in ping time matters THAT much…That’s less time than most people can even measure without tools

        • boonhet@lemm.ee
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          6 days ago

          Would matter in pretty much any game where one player’s actions can affect the other player and position is important.

          SA:MP back in the day had such shit netcode you had to shoot a significant distance ahead of a running player or nothing would happen to them. It was the shot receicing player’s client that had to detect the shot. In games where the server determines what happened to you, 100ms means there’s 100 milliseconds where you don’t even know you’re dead. That said, unless you’re playing competitive, 100ms is still borderline okay. Near 200 it’s horrible already.

          Now something like a game of Civ? You could have an entire second and be OK.

      • The Rizzler@feddit.org
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        6 days ago

        To human perception a 0.1 seconds isn’t much different than 0.03 seconds

        I forgot if it was you I asked about this or not. But are you sure the one with slightly less ping time isn’t just cheating?

        • raspberriesareyummy@lemmy.world
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          6 days ago

          To human perception a 0.1 seconds isn’t much different than 0.03 seconds

          You are making the mistake of thinking about reaction times. What matters much more in shooters is that our brain adjusts for the ping. That affects:

          • aiming with a lead of a few pixels. And in a fast moving environment, with skilled players, aiming for a lead of 30ms is absolutely a few pixels that can be targeted intentionally
          • the time between triggering a shot (nerve signal to the trigger finger) and the last chance that the target has to dodge / change direction -> in such games, players are rarely running in a straight line, and more often running preemptive zigzag / evasive maneuvers even when not getting shot at. 30ms more ping means that on every shot taken, you lose 30ms from the window in which your target still moves in the direction you thought it was moving. Even if the target only changes direction only once per second, that’s 3% lost from the time window in which you can predict where to shoot. Actually more, because you have reaction time after a direction change, before you can even consider aiming.
          • furthermore, when a player with low ping gets hit by non-instant-kill ammo, they will dodge within their reaction time. Assuming the attacker chain-fires, they lose 30ms of ammo missing the target before they can adjust aim or stop firing
      • GreenKnight23@lemmy.world
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        7 days ago

        if a person shooting me has a lower ping and I get upset about it with a 100 ping I need to touch grass.

        back in my day I played Halo with a 1300-2000 ping and still whipped ass.

        • SkyeStarfall@lemmy.blahaj.zone
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          7 days ago

          I don’t believe you. An fps with ping as massive as over 1000 would be straight up unplayable

          That’s over a full second of delay! In an fps I routinely do split second maneuvers and reactions. If someone I was shooting at wouldn’t be able to react to what I was doing for at least a full second, I would easily dominate them every single time

          • GreenKnight23@lemmy.world
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            7 days ago

            believe it or not. this was early 2000s, so everyone outside of major cities had shitty internet.

            I had the fastest connection in my small shit town at 1.5mbps.

            • __dev@lemmy.world
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              6 days ago

              I also don’t believe you, and here’s why:

              Halo CE didn’t have lag compensation, so with 2 seconds of latency you would have to lead your target by 2 seconds. Shooting anyone who wasn’t standing still would be a complete guessing game - I think you too would also classify that as unplayable (source).

              Halo 2 seems to not be well documented - it looks like it’s using some form of rudimentary rollback, which can deal with higher latency but you’d need it very stable to avoid opponents teleporting constantly. It’s also unclear if it would handle 2s of latency, as that would increase both CPU and memory utilization of servers. If you’re getting a variance of 700ms as you claimed this most certainly wouldn’t be playable. High ping being stable is also hard to believe, naturally the higher the latency the higher the absolute variance.

              Halo 3 uses synchronous lockstep networking with a ~300ms window (source). If you’re not in that window your actions are rejected, so quite literally unplayable at 2s. I think this is more evidence that bungie would’ve had a <2s maximum latency in their earlier title.

              My best guess is you’ve either misremembered the latency (130-200ms is about what I’d expect from rural internet at that time), or you were playing peer-to-peer with your friends and so internet latency didn’t matter. I myself have played plenty of multiplayer games at over 100 ping and while it can be annoying I’d certainly call it playable, but not 10x that.

              • GreenKnight23@lemmy.world
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                6 days ago

                thanks for hyper analyzing.

                it was Halo 1 on the original Xbox early 2000s.

                oh wait, halo 1 on original Xbox didn’t have Xbox live, right?

                my friends and I would use a shared internet connection over our local PC with dual nics. software was running that would basically create a flat network VPN that would show us all as-if we on a LAN. think of it like xlink-kai before it was a thing. I can’t remember the software name but we would use it for pc games like diablo, c&c, aoe, unreal, etc.

                it was my idea to use it for Xbox with the network connection sharing on windows.

                latency was a problem, but we still could play and it was enjoyable enough we’d do it weekly.

                • __dev@lemmy.world
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                  5 days ago

                  Sounds like great fun! We did the same thing to play battlefield 2 over LAN (If you played on LAN you could bypass the online DRM, as we only had one copy).

                  Yea Halo Combat Evolved (Halo 1) only had internet multiplayer on the PC version, but the Xbox version could do peer-to-peer multiplayer. One person would have zero ping as the host and the rest would go over the vpn. Any kind of latency would have been annoying due to Halo CE’s lack of lag compensation :D

    • raspberriesareyummy@lemmy.world
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      7 days ago

      As an amateur, in a fast paced shooter, vs. an equally skilled player, it went from a fair match with equal pings to one player dominating the other with 100 vs. 70 ping.

      • The Rizzler@feddit.org
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        6 days ago

        that little of a difference really matters? Are you sure that the one with a tiny bit less ping isn’t just cheating?

        • raspberriesareyummy@lemmy.world
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          6 days ago

          Yes, that little of a difference absolutely matters, proven by the observation that it went both ways. I could become the clear winner, or my opponent, based on who had the lower ping, whereas in equal ping settings the games were much more balanced. It’s easy to tell when you regularly play against the same people.

          That’s how fast paced shooters work. Don’t think about the crap that people sell as “shooters” nowadays which is adjusted to playstation controllers or similar BS.

          Think quake, unreal tournament, quake arena, openarena.