Valve began testing lag compensation in Dota 2
In a recent Dota 2 client update, a lag compensation feature has been spotted. Valve employee Jeff Hill explained how it works.
Now the player's ping directly affects everything that happens in the game. For example, an auto-attack Drow Ranger with a ping of 100 ms looks like this:
- A client sends an order to a server (100 ms pass).
- The server gets the order.
- Drow Ranger begins to shoot.
- Arrow appears ~400ms later.
Total time click to the arrow appearing = 500ms.
As you can see from the name, the new feature will compensate for the user's lag. The ping will not disappear, but its value will be subtracted from the action lag. Example with the same Drow Ranger:
- A client sends an order to a server (100 ms pass).
- The server gets the order (instantly).
- Drow Ranger begins to shoot.
- Arrow appears 400ms subtracted 100 ms.
Total time to click the arrow appearing = 400ms.
The system works with auto-attacks, heroes turns, ability activations, and all other game aspects. A similar feature is implemented in online fighting games.
During the pandemic, the professional Dota 2 scene has moved online for the most part. The lag compensation feature can greatly improve communication between teams from different continents.