Wasn't clear...mainly because you said "lag shooting", not lag as in display issues because of latency or inter/extrapolation issues. But I understand what you're saying now and I agree...The processing power of the Wii U compenents can more than handle the amount of processing needed for a clean crisp display. On the wii, I only saw the rubberbanding and teleporting when I was host, because the it just couldn't keep up. And yes, have kick ass internet and have tuned my settings on my router for the best QoS.
Good article here:http://www.charlieintel.com/bo2-intel/the-elagaphant/
Although I do disagree with mac on some of the finer issues with lag comp, he did a great job on this article. Pay attention to your MTU settings on the Wii U (it's under settings, connections)
Those guides never work for me to be honest. I tried every guide you could think of to fix my MW3 and it's still unplayable for me to this very day. Once you get affected by the bad side of lag comp you're f*****.
I don't understand why people keep saying Black Ops 2's lag comp takes effect at higher player counts. The game is peer to peer, it's not like there's an in game server being slowed down. It's all player based.
It is peer to peer..it's not server based... You are correct. That's not what I'm talking about. Now, you have a very small sample of people playing. There aren't widely different ping values going on. How can I put this? Ok, it's call of duty..so I will use this analogy..
Let's say you've got a gun with 1000 chambers for bullets...But there are only 5 bullets in it...some are blanks, and only 2 are real (bad isp's out there)..You point the gun at your head and pull the trigger...pretty low chance anything bad will happen. Right? You keep pulling the trigger and say, this works great!!! No problems here!! THIS GUN IS SAFE!!!! then more and more bullets get into the mix...some blanks, others not... Then one day...bang...well, you get the picture now..
it's the fact that we are not experiencing a WIDE array of connections right now.. So as more people get the game, with crappy connections etc...you will be more LIKELY to see the bad side of lag comp. Maybe the hacker example would be better...1 hacker out of a 10000 players...unlikely you will run into him...then 5000 hackers are added...now, not so unlikely.
Maybe I'm wrong and somehow the Wii U's netcode will not have any problems at all... I'm just saying, you can say it's working great now, but you can't say it will when the widly different latency values are in your lobby and your getting rewound by lag comp to a time before you ducked around that corner because johnny has enough jitter and latency that, according to lag comp...you never made it to the wall..
There is no situation, even wired in the same room, where there is no lag.
agree with you, but that latency is probably 2ms to 5ms on lan...best isp's can ping servers across the country in around 20-30ms. but get in the high 80's or 90's...that's when things get wierd with lag comp....
I'd rather have lag shooting than lag compensation.
Better to have to shoot in front of someone than get shot at, turn the corner and die while in cover.
nonononon I think lag shooting is much worse than lag comp.
See MWR for more info.
when i shoot someone, and i die, even if i have shot first, when i watch the replay it sometimes shows that i havent fired a shot. how can what i see in the game diffrer from the replay?