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  • operator-1 Master 2,457 posts since
    Jul 28, 2011
    Currently Being Moderated
    110. Apr 19, 2012 2:35 AM (in response to cornforth666)
    Re: Matchmaking Changes - Lag Compensation

    cornforth666 wrote:

     

    people can go on about this topic for months and how lag comp works (or doesnt) . the question i want answering is. When will an update be released that i can download that will stop people running round corners and killing me before i get a chance to react, although kill cam shows im stood there like a arse. ive got a 28meg down and 1.6meg up, how can i improve ?

     

    The in-game scenario you just described is one of the many manifestations of this same out-of-sync/lag-comp problem.

     

    It's not you & it's not your connection - it's MW3.

  • dean66s Apprentice 204 posts since
    Aug 24, 2011
    Currently Being Moderated
    111. Apr 19, 2012 2:35 AM (in response to vims1990)
    Re: Matchmaking Changes - Lag Compensation

    Do you think that the theatre playback is not lag compensated thats why there is a different view, I say this because I have just read this from a TF2 wiki, now I think we would all agree that source engine was good for multiplayer.

     

    "Spectators do not have lag compensation. If you are spectating someone in first person, you are not seeing exactly what they are seeing. This is especially noticeable with high-latency Snipers, where you should expect to see unusual shots that may appear to miss or jerk about from your perspective."

     

    Also a good read

     

    https://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking

  • Calculating status... 45 posts since
    Dec 15, 2011
    Currently Being Moderated
    112. Apr 19, 2012 10:07 AM (in response to dean66s)
    Re: Matchmaking Changes - Lag Compensation

    dean66s wrote:

     

    redraider why so hostile against maccabi its his opinion only take it or leave it. The only way you can test latency is with ping not bandwidth as a ping is a tiny packet that is only affected by actual line speed, quality and routing as I said I throttled my bandwidht and still got 4 bars in games even though I was lagging all over the screen like a kangaroo on crack.

    You want me to stroke his epeen when he responds to me like this:

     

     

    maccabi wrote:

     

    RedRaider wrote:

     

    This is based on the assumption that their lag compensation is primarily directed at ping and it's disparity.  The proven methodology to resolve the issue doesn't involve ping at all but limiting bandwidth.  Science once tried to blame ice cream for polio because they assumed that the correlation to sales and new cases linked the two but we all now know that ice cream doesn't cause polio.  Ping is widely accepted as the end all be all of lag issues in gaming but we don't know that there is a ping issue at all because we can't see our ping to the host and the ping of others and again the method for resolving the issue is restricting bandwidth.

     

    Please refer to my earlier comments about people not having a clue and commenting from an uninformed position.,

    there is no assumption, what do you think lag compensation "compensates" for ..#facepalm

     

     

    RedRaider wrote:

     

     

    We can sling mud all day

     

    To be fair we're not really slinging mud, you're throwing it up in the air and its landing on you. im just sitting back.

     

    RedRaider wrote:

     

    Either explain why you think it's ping disparity in the face of throttling's functional resolution or quit belittling people who are sick of being arbitrarily placed in a losing position by a company that certainly made enough money to fix the issue where their best experiences with a product is watching youtube video's of people who have the game working like a charm.

     

    It's not belittling,with the greatest of respect you havent got a clue what your talking about, you've just proven this, the fact you disagree with me (and the devs and id guess about 99% of the forum/community/gamers )shouldnt be taken as a sign of belittling it should be a hint that you really need to research stuff or at least read one of the 1000000's of threads on the subject and get an idea before replying.

     

    Here is the thing Dean,

     

    Maccabi is doing what anyone would do.  Blame ping because accepted theory is that lag compensation is used to address latency.  The problem I have with this theory is that I have tried artificially inducing latency and I didn't get the benifit of lag compensation that people who restrict their bandwidth do get.  I did get slightly degraded performance just as I would expect from trying to connect a match 5000 miles away but I still experience out of sync hit detection issues.  If the out of sync hit detection issue is a result of ping based lag compensation I would have been a benificiary at some point when playing in the UK lobby but I still experienced the same issue.

     

    Outside of that I get what they are saying entirely.  The issue may not even be lag compensation but some arbitrary glitch that inserts players into a different server time than others.  Throttling bandwidth would certainly effect matchmaking, host choosing, and load times so somewhere in there a check might be performed to either apply compensation based on restricted bandwidth or the point at which a person loads into a map based on server connection and not loading the graphical data could also be a culprit.  In the end, blaming ping can't be proven because we don't know what our ping is to the host and we don't know what variables are taken into account when determining lag compensation.

     

    Maccabi keeps saying I don't know what lag comp is because lag comp addresses latency issues but that isn't all it addresses.  Lag compensation also addresses packet loss and temporary disconnects which are not latency but a complete lack of connection by allowing the players actions to continue for a while prior to either disconnecting the player or updating the server on reconnect.  This is where interpolation can make people run in a straight line until they hit a wall, fall off a cliff, or fire an entire magazine of ammo into no where.  Interpolation simply assumes that the person is performing the same action until it re-establishes a connection but if the person is using a lag switch they are using interpolation to their advantage.  It would allow them to pop around a corner and kill an enemy before the enemy has a chance to react and it would make them very hard to hit if hit detection was determined serverside instead of clientside.  Sound familiar?

     

    The problem is there isn't an evil army of players out there who are using lag switches but a disconnect between the syncronization of players within the server.  It's my opinion that the server is disconnecting the physical representation of a player from the hitmodel of the player causing players to miss their target even if they are hitting the visible model.  You see this kind of thing in kill cams when a bullet kills someone and makes a blood splatter a yard away from their visible model but that is generally the server providing an inaccurate representation of events without compensation applied.  When you see this and it doesn't make sense is the many video's out there of people recording their escapades with a capture card and getting kills by firing bullets that miss their target by a fairly large margin.  The system shouldn't be seperating the visual representation from the hit model from the point of view of the player.  It is though and latency isn't the reason why.

  • cobain87 Apprentice 373 posts since
    Dec 21, 2011
    Currently Being Moderated
    113. Apr 19, 2012 10:26 AM (in response to capp00)
    Re: Matchmaking Changes - Lag Compensation

    Well host selection is screwed terribly then. I have a 3 meg down, 1 up connection (fastest I can get in my area) and every time I've backed out of a match, I have been host. You're telling me that no one else in the lobby has a better connection than mine? No wonder the game is plagued with lag. If I pull host a lot, I'm sure a lot of other people with even worse connections pull host, making for a laggy experience for everyone.

  • ghorman Expert 1,004 posts since
    Sep 15, 2011
    Currently Being Moderated
    114. Apr 19, 2012 10:40 AM (in response to cobain87)
    Re: Matchmaking Changes - Lag Compensation

    Part of the issue is players (like myself) don't want to be host.  When I pull host I'm out of sync most of the time and it takes half a clip to put someone down.  The game is just not enjoyable like that.  So, in order to enjoy the game I make sure I'm never host by limiting my upload.  My current conneciton is 50MB down and 5MB up with 37ms ping over 1000 miles away.  This might sound bad but I'm not going to host a game when I get a better experience not being the host.  IW can't force anyone to host their game and need to realize rewarding the host is better for the community.  Without good hosts everyone is hurt.

  • papaxs Novice 197 posts since
    Jul 22, 2011
    Currently Being Moderated
    115. Apr 19, 2012 11:38 AM (in response to ghorman)
    Re: Matchmaking Changes - Lag Compensation

    When I lag real bad, I think, Oh I must be host and back out and 90% of the time I am NOT the host since there was no host migration and I left.  Something is just wrong with this game, fast internet, slow internet, high ping or slow ping I see everyone complaining about issues with MW3.  Its broke!

  • Nubdub Expert 1,405 posts since
    Dec 16, 2011
    Currently Being Moderated
    116. Apr 19, 2012 11:54 AM (in response to capp00)
    Re: Matchmaking Changes - Lag Compensation

    I think you are all barking up the wrong tree. What needs to be looked at are the matchmaking servers themselves. Information is being lost when sent to the clients and host. Lag compensation and interpolation are only the result of "filling in the blanks" for the information being lost when transmitted through the matchmaking servers. The question that needs to be asked is.....Why are certain matchmaking/data servers not correctly sending all information to the client and host?

  • ghorman Expert 1,004 posts since
    Sep 15, 2011
    Currently Being Moderated
    117. Apr 19, 2012 11:58 AM (in response to Nubdub)
    Re: Matchmaking Changes - Lag Compensation

    I don't know this for sure but I don't think the gameplay data is traveling to the matchmaking server during the game.  I'm only guessing here but i believe the match making servers are used to define the lobby and find current open games but the gameplay data is handled by the host console.  I could be wrong because if the host dashboards your kills are still updated but that could be handled by the client when it detects a disconnect.

  • nzoldschool Expert 1,336 posts since
    Sep 24, 2011
    Currently Being Moderated
    118. Apr 19, 2012 12:07 PM (in response to capp00)
    Re: Matchmaking Changes - Lag Compensation

    I just wanted to thank ya Macca and Cappo for the effort you both are putting into this .Be you right or wrong your bringing focus on issues in areas of concern which may be taking enjoyment out of the game.Cod certainly needs to be moving forward into the next generation but as i personally feel its sliding backwards at a fast rate of knots anything brought to the attention of the developers to help improve future titles can only be a good thing in my book. Cheers guys

  • Nubdub Expert 1,405 posts since
    Dec 16, 2011
    Currently Being Moderated
    119. Apr 19, 2012 12:12 PM (in response to ghorman)
    Re: Matchmaking Changes - Lag Compensation

    The matchmaking/data server is the "hub" between the client and server. This was discussed in the past with Ghandi. If you look at IP's while the game is running, you will see the IP of all players, an IP for the anticheat in Dublin Ireland, and an IP for the data server. Easiest way to see what is going on is to enter a private match with a friend.  Data server is still present even in a private match.

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