Originally Posted by SKYeXile
Negative, its a direct result of clinetside hit detection, you're getting hit around the corner on your screen, but to the other person whos shooting you you're still in sight on their screen.
warping is the result of extrapolation and tick rate.
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That's exactly the same thing but from a different perspective.
Extrapolation can also have you staying in one place when you've really started moving. Furthermore Extrapolation is part of the client side hit detection...how do you think it knows where to place the hitboxes for detection? The low tick rate is why you have extrapolation that goes so wrong.