

This is because all shots need to be validated by the server, so any increased amount of time will also apply to your shots reaching the server. However, when peeking (moving out of cover), a higher ping will not give you more time to react and shoot before becoming visible to other players. The higher a player’s ping, the further behind the player their “ghost” is.

For example, if you have a ping of 200ms, your “ghost” is where you were 100ms ago (since ping represents round trip duration). This “ghost” represents your position as seen by the server. You can think of replication as “ghosts” that follow players.

Replication is the process by which we mirror a sequence of movements and actions done by a player on a remote computer, such as a game server. To that end, we will continue to improve all our systems to provide low and stable ping players with the best experience possible while maintaining the accessibility for higher ping players. In this blog, we will explain what these are, how they affect gameplay, and what we are doing to fix them.īefore diving into the details of latency, we want to establish that the design philosophy of Rainbow Six Siege is player replication and hit validation should favor players that have the faster and more stable connection. We have been monitoring the community’s feedback regarding ping abuse, latency, and peeker’s advantage.
