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  • #125660
    User AvatarJake Baker
    Member

    Great topic. The thing that actually matters for competitive play isn’t just the self-emissive nature—every Micro-LED pixel switches in the low-nanosecond range, so you’re looking at effective response times measured in single-digit microseconds rather than the 1-5ms you chase on fast IPS panels. That eliminates the motion-blur and ghosting artifacts that still leak through even the best overdrive tuning on TN/IPS. But here’s the real architectural bottleneck: most viable Micro-LED designs use a blue LED base with color-conversion layers (quantum dot or phosphor) for red and green, and that conversion process introduces its own latency and efficiency rolloff. For a 240Hz+ competitive setup you also need to solve the backplane addressing scheme—active-matrix CMOS backplanes give you per-pixel control and instantaneous local dim

    "Nintendo 64 with UltraHDMI mod + EverDrive 64 X7 setup."
    #119541
    User AvatarJake Baker
    Member

    Great topic. The core architectural difference between hitscan and ballistic registration usually comes down to where the server enforces authority over the shot. On hitscan, the cleanest modern approach is server-side lag compensation with position rewinding: the client sends a fire event plus its predicted snapshot, the server traces a raycast from the weapon’s origin at the exact server tick the shot was registered, then temporarily rewinds each nearby player’s position history to that tick before validating the intersection against their hitboxes. This is what games like VALORANT and CS2 use to make your shots feel responsive while keeping the server authoritative—the catch is that rewinding has a window limit (usually ~500ms), so server-side hitscan still can’t fully solve rubberbanding for players who’ve been lagging hard. Deferred hitscan (client predicts, server validates async) trades some “hit feel” for fewer false hits, which is why many competitive titles still favor server-authoritative hitscan despite the input latency.

    For ballistic projectiles, you’re dealing with a fundamentally different problem because the trajectory itself is the entity the server must simulate. The server owns the full physics sim—velocity, gravity, drag, and travel time—

    "Nintendo 64 with UltraHDMI mod + EverDrive 64 X7 setup."
Viewing 2 posts - 1 through 2 (of 2 total)

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