Read moreI see, no worries, it's not something I care a whole lot about. The reason I'd want it is for the one frame of latency reduction (at least I think I heard that Vulkan offers that?), since I have a very old PC and I can't get super high frame rates (though I do get a pretty stable 160FPS on most Duel maps thanks to the game being so well-optimized; you guys did a great job on that!)
Another question if you still have time: is the netcode eventually going to be like Reflex Arena's, where it uses both backwards reconciliation and extrapolation/prediction of player movements? As far as I understand, Diabotical only uses reconciliation at the moment, which is probably good so you can figure out all the kinks, but are there plans to add in extrapolation at some point? I think it helps a lot with making rocket dodging feel more reliable; at the moment it feels like sometimes even with both players at 40ms ping you can be pretty far from a rocket on your screen but still take 80 da...
On netcode: yes, we are very familiar with the idea of mixing half/half BR/extrapolation. It has been our plan for a while to implement extrapolation as an option so that people can try the half/half approach in custom games for a while, and then based on feedback from the community we would use it in matchmaking as a default or not. My expectation is that this will be the preferred option and that we will end up making it a default.
On Vulkan, I don't want to talk with certainty about things that I haven't had the chance of testing empirically, but I suspect that whatever latency improvements we could get with Vulkan we can get eventually with a Direct3D 12 port (or at least roughly similar results) and that is much more feasible. For the time being we must support Direct3D 11-only GPU's (although it's a massive hassle) and maintaining two versions would be perhaps not a good idea considering our limited resources. I think a realistic path for us is waiting for the next ve...
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