Input-Driven vs Position-Driven clients

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0 comments, last by CadetUmfer 13 years, 6 months ago
I'm doing some research on input-driven (example: "I've been pressing the forward button for 60ms and have held the fire button for 100ms") vs position-driven (example: "I'm at coordinate 123,456,78 facing 90,10 moving at a velocity 2,3, and I'm shooting player 8 in the head") client messages and trying to figure out the pro's and cons of each. This would be for a shooter game. I think most engines use the input system - anything based on Quake/id tech (Counter-Strike Source, Call of Duty, etc.) does. I think Unreal 3 uses this as well, but I haven't been able to find solid details. Halo 2 and up sound like they use the position-driven method. Maybe FEAR did as well?

Is anybody familiar with both of these methods and the drawbacks of each? What other games have used the position-driven system. Which system would you use if you were making a shooter?
___________________________________Digital Paint: Paintball 2.0jitspoe's joint
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The upside of the "input-driven" system is it's harder to hack. The downside is it requires more simulation on the server.

If you're on an open system like the internet, you probably want that.
Anthony Umfer

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