Developer 343 Industries has been steadily working on Halo Infinite since its launch, addressing many of the concerns levied by players. However, the work is far from over. Fans have decried issues revolving around its multiplayer for some months now. However, the team is implementing more changes. Today, Halo Infinite latency should be better, and fixes for issues surrounding ‘desync’ and shot/melee registration are next.
Richard Watson, the sandbox lead engineer for 343, outlined the aforementioned problems in a Halo Waypoint post today. Watson began by discussing in a not-too-technical manner of why you sometimes die after — on your end — you’ve rounded a corner. It’s a common complaint for many people who play online multiplayer games.
It comes down to “latency compensation,” which dictates the experience players have with Halo Infinite via its servers. He explained the servers prioritize the shooter, not the shootee. Based on the latency of both players, the server takes the message that a shot has been fired from the shooter. If it calculated the target was hit, it would work to make that a reality (it “rewinds time”), even if the target’s point of view doesn’t match. It’s complicated, and I can’t explain it as well as Watson.
But, a fix to the server has been implemented with three changes. The team “increased the priority of low pings to [the] servers in the matchmaking process. This step should help you match with local players, and therefore have a better connection, more often.” 343 also increased your likelihood to connect to players “from your respective regions, more often.” Finally, an update today will stop players from “geofiltering,” a method that some players use to “force the matchmaking system” to
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