It’s always been useful in figuring out if you need to lead or trail a target more in a shooter, but all these modern shooters have taken that bit out of the scoreboard.

Checking out The Finals and for the first few games, I thought it used projectiles for the guns because I hit more often shooting ahead of moving targets, only to find they are indeed hitscan and hit better when actually looking directly at the dude when nobody is lagging.

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2 points

Di you know that on windows, the resource monitor will show latency for all tcp connections?

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1 point

TCP isn’t used for low latency games

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2 points

Well - as udp is is stateless theres really no way to measure outside of special handling in the server code.

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wouldn’t be able to see only yours?

edit: sorry, i was thinking on an client-server arch where the server is not your pc

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1 point

It just lists active tcp connections and their stats including latency. But as someone said most games need in-server support for timing as they use udp

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